If you want to read my interview with George Sanger, aka the Fat man (music) or with Robert Hirschboeck (Stauf), then go to
my seventh guest page.
In this case it was a matter of just thinking up types of rooms that you'd expect or want to see in a mansion. In addition to the standard types of mansion rooms, library, music room, etc., I decided early on to create some spectacular rooms not usually seen in residential mansions, such as the Crypt, the Chapel, the Basement Maze and the Grand Picture Gallery. The scale of these rooms far exceeds the scale of the house. You probably noticed that because of this that the layout of rooms is geographically impossible. The house map is an abstract depiction of the house's floorplan.
This is a local mansion in Jacksonville called the Nunan House. It was actually a pre-fabricated house available via mail order. The parts were shipped to Oregon and put together by local workers. Nevertheless, it is well-crafted, spectacular, elegant and representative of the Victorian style. We used the image of the house as a model for the exterior of Stauf's mansion. Our original intent was to use some of the interior as models for the game also, but once we got inside we found that the rooms were actually no larger than your ordinary house. It was about at that point that I decided if we were going to construct the mansion's interior from scratch, we would take great artistic license and exaggerate the scale to extremes.
Comparative to other game development experiences, this one stuck pretty close to the original plan. There was little in the way of large changes in the general direction we laid out at the beginning. I'd estimate we retained about 80% of Matt's original story elements.
Graeme came up with a one and a half page treatment which presented the idea of a toymaker who strikes a deal with the devil, preys off the souls of innocents and builds an evil mansion. We talked things over with Matthew, developed a few more ideas, such as the house guests, and he basically ran with those story elements and delivered a script which included the cast of characters, the story segments and a scheme for the triggering of events and unlocking of rooms.
The puzzle to be found there is also one of my favorites. The object is to work your way from the bottom floor of the toy house, indicated by the lighting of the rooms' windows, to the very top room. It is the last puzzle in the last room before the end of the game and is in itself a metaphor in miniature of the 7th Guest's overall goal. From that standpoint, it is an artistically satisfying very fitting puzzle for that space, in that situation, at that time.
It is also a good example of how I developed puzzles for this environment. The puzzle is based on a classic "rule maze". This type of maze is usually seen laid out on a 2 dimensional grid. In each square of the grid would be found one of four symbols. These symbols do not have any meaning until a person leaves the square, at which point the symbol is now defined as the direction from which you can move from any future square containing that symbol. So if you moved left from a square with a triangular symbol, all triangles on the grid could effectively be replaced with right arrows, indicating the one direction you can move from those squares. Applying this concept to the 3 dimensionality of the 7th Guest environment, I wrapped the maze grid around the sides of three stacked cubes representing the three stories of the house. The differently shaped windows of the toy house functioned as the variable directional symbols. After the player defines each window's functional direction, the program keeps track of all that so that player doesn't have to. It then lights up the inevitable path automatically, taking it to its end, wherever that may be.
The Portrait Gallery would be my second favorite room. Coming from a background as a graphic artist, it was fun to take these real and imagined paintings and bring some of them to life in various ways. Stauf's face trying to push through the canvas for instance. I also like the fact that the only way to exit the gallery is via the painting of the Music Room, in which you actually enter the painting and it becomes a 3 dimensional reality. In Knox's bedroom, I took The Nightmare and animated the incubus stabbing the sleeping girl with his flute, the blood spreading out across her bosom. While in front of the painting, if you click on the music box on the mantelpiece, a small mechanical ballerina lightly twirls to a delicate tune. I like the juxtaposition of these elements.
Now there's an interesting ending. A Stauf trilogy, it does has a nice ring to it, doesn't it?Thank you very much, Rob Landeros!
And now the 3d wizard, put your hands together for mister Robert Stein III!
I had been using freeware command line renderers such as Vivid and DKB for a year or so until 3DStudio v1 came out.
Even Graeme and Rob weren't planning to do so at first. When I went down to visit Trilobyte just after they opened their Jacksonville office, they where planning to do The Seventh guest in video, setting a camera in the middle of the room(s) in a local historic mansion. I showed them a short anim of a chair in front of a fireplace with flickering light that I had done with 3D-Studio, and off we went. The only folks that ended up thinking along the same lines were the Miller's at Cyan. It wasnt until The Seventh Guest and Myst where near finished, that everybody suddenly thought it was a good idea.
There is a historic "Mail Order" home * in Jacksonville that was brought in on 14 train cars in the late 1800's. The Stauf mansion has some resemblance to that.
(* note by Bones, the Mail order house is called the 'Nunan' house)
Probably the most fun I've ever had professionally. I lived four blocks from the office in a town that was a National Historic Landmark, working in an historic brick building from the 1890's. Small population, few distractions, and a creepy, old cemetery for inspiration.
In The seventh guest it was the cleaning up of bad video capture from S-VHS *. Endless hand retouching. Graeme wrote a program that performed 80% of the task, which helped alot.
(* note by Bones, S(uper)-VHS a non-digital videocamera system that a lot of people use who own a videocamera)
In the 11th Hour it was the coplanar rendering. The version of 3DStudio that was available at the beginning of the project did not allow for multiple maps on the same texture. So to add layers of dirt and damage to the repeating wall paper, without creating independent maps for each wall, I would place a duplicate face mapped with an opacity bitmap closely in front of the "Base" face. These duplicate face layer got seven deep in some locations, and this caused some rendering problems. We were on the beta-test team for the next version of 3DStudio, and we were able to make them aware of this issue, which they fixed. *
(* note by Bones, This is all very complicated, but what I think Robert is saying that adding all the dust and dirt on the existing walls caused a lot of trouble.)
I think I like the attic stairway the best. Because of its shape.
Not much, just some tests of warping and swallowing hallways.
I see a hybrid. Pre-rendered is for the most part dead, but real-time still has along way to go before it can offer the visual quality players really want.*
(* Note by Bones, The seventh Guest is pre-rendered, Quake is real-time rendered)
Sketches of fully furnished rooms. It was difficult to not put too many objects in a room drawing, because we would never have been able to render fully furnished rooms with 3DStudio version 1 on a 386's.
I think what we were doing with The Seventh guest 3 would be the answer. More detailed meshes for morphing. I'd probably even change the architectural layout to some
degree, just to make it stranger.
That pic must be from the version we didn't do....for the Genesis. It does use most of the meshes I created for the Dinning room in the PC version of The Seventh Guest.
I've never seen this image, don't know where it came from. Might be from an earlier attempt at The Seventh Guest 3 in late '96.
Just about anything with a rich environment. I enjoy researching locations and cultures.
I severed our contract in late '96, and came back as Art Director about 5 months later, after all the hopla over Graeme and Rob's split.
Yes, I do have my own company, and I do a little of everything. Webpages, Music Cd Covers, Logo's, Game Graphics, Concept Sketches and animations.
Full Motion Video was fun. *
(* Note by Bones, Full Motion Video (FMV) using real video images in games)
Thanks a lot Robert Stein III for your time and for your interesting answers!
And now an interview made by a fellow fan. Amandine wanted more interviews and decided to contact Suzy Joachim who portraid
Robin Moralis. One thing led to another and the result can be read below. Three cheers for Amandine.
I ended up doing 11th hour because of an episode as Frances Farmer in Hollywood Babylon {a show I'm not particularly proud of being on because of the quality} directed by David Wheeler, who called me to play the part of Danielle.
What was it like playing in an interactive fiction, well I'm not really sure how it's different from any other production,
except the fact that I'm aware that people will be playing this story to their chosen outcome, which felt a little strange at the time cause I wanted to control how they saw my character, and it was interesting relinquishing control. That's always a challenge as an actor.
The only difference in shooting a interactive fiction to film and television is having to reshoot the ending in five or more
variations, which kept more fun in a way.
No I have never played 11th Hour, nor any other interactive game in my life.
The game was only explained when David wanted varying outcomes, which I LOVED the challenge of.
Blue screen is used in all film mediums, so I souly rely on my imagination and immersment of the story.
The crew was very focused and motivated for they didn't do much film there so it was creatively exciting for them. The hours
were insane, it was 3.5/5 hours sleep a night for everyone. I became especially close to Pam the makeup artist, cause we would be at the make-up chair before dawn every morning dizzy with exhaustion listening to old disco [70's] cause all we had was an old cassette player, singing away.
The cast was alot of fun to work with, Doug is/was very playful and
witty. Marco Berrocelli (*), was such a pleasure to get to know, and work with, he was playing Richard III in Richard III at the Oregon Shakespeare Festival, I saw the play 4 times utterly and completely mesmerized by his work, oh my god it was equivalent to Lawrence Olivier's 'Hamlet', he is an aw-inspiring actor. I found it rather strange that since you got a hold
of me that I bumped into Doug at a movie opening celebration and Ihaven't seen him since we shot 11th 6/7 years ago, then he
also told me that David Wheeler has moved to vancouver recently. (* Marco played Chief Martin)
Ah my most beautiful recollection was when we shot the outcome several different ways. It was in this lovely house I believe it was a well maintained heritage home 'bed&breakfast;', and everyone was there; crew & production people, gave such love , support and sincere appreciation the work I did touched me so deeply. absorbed cause that's not the case, it was the love and unity we all had together and it made everyone's dedication heartfelt.
9. The filming conditions was very low budget, you know we didn't have professional make-up trailers or holding quarters, but that wasn't what this filming was about. It was about all of having the opportunity to be creative & grow though our work and we made the best of what we had. Howard (*) did all he could to make us happy. We had some good laughs. (* Howard Schreibner, the producer).
10. New grounds in interactive fiction hmmm? In my limited knowledge of interactive fiction, it just made me realize that this is the
progressive way of the future. And honestly it made me a little sad that the tradition of a story being told to us had to
change so people could alter the outcome instead of just ingesting someone's creation, whether or not they like the ending or resent it. Believe me I've overcome that now and I enjoy the creativity of all diversities available to us now and that's it's constantly growing.
11. Do you want recent works? Something just came to mind, I received my first nomination for 'Best actress in a feature film' called 'Beyond
Redemption" with Michael Ironside, who was a gift and inspiration to work with and Andrew McCarthy. I was nominated for a
Canadian Film Award called 'The Leo Award'I have a guest appearance on 'OUTER LIMITS', called " Decompressions " it's a good
episode.
Special thanks to Susan Mundy, Jea Geelen.