Concerned Extras

November 6, 2006

Wrap-Up Stuff

Filed under: Interviews, Webcomics — Administrator @ 12:16 am

The end of Concerned continues to devastate the world of webcomics and gaming. Well, not really, though at least people are noticing.

I got an incredibly kind and thoughtful write up from Eric Burns at websnark. I’ve been reading websnark since before I started my comic, and have been waiting the entire run for Burns to give me some love — finally got it! It’s actually a really, really kind write-up and I’m honestly touched by it. Thanks, Eric!

Also, Joystiq noticed I was closing shop, posted a piece about the end of the comic and then interviewed me for their site. Thanks, Ross!

April 7, 2006

Concerned on the Globe and Mail Website

Filed under: Interviews, Site News — Administrator @ 9:36 am

I was interviewed recently by Chad Sapieha for an article that now appears on the Globe and Mail website. You can read it here! Thanks, Chad.

There’s also a nice article about the physics in Half-Life 2 and Garry’s Mod.

March 31, 2006

Concerned on GGL.com

Filed under: Interviews, Site News — Administrator @ 12:10 pm

I was recently interviewed by Paul Semel of GGL.com. You can check out the finished two-page article right here. I think it turned out great! If there’s anything I love to read about, it’s me.

Thanks a million to Paul and everyone at Global Gaming!

March 27, 2006

Gabe Newell Interviewed at Game Informer

Filed under: HL2 News, Interviews — Administrator @ 8:09 am

Interesting interview with Gabe Newell and Doug Lombardi over at Game Informer, which you can read here. They talk about the past and future of Steam, Aftermath/Episode One and Two, the disappointing sales of Half-Life 2 for X-Box, and even Team Fortress 2 is mentioned, sort of.

March 20, 2006

Concerned Interview: Black Mesa

Filed under: Interviews — Administrator @ 9:12 am

There’s no shortage of Half-Life 2 mods under development, but none are as ambitious — nor as highly anticipated by the community — as Black Mesa (formerly Black Mesa Source).

When Valve re-released the original Half-Life for the Source engine, it featured some nice water and ragdoll effects, but little else to drool over. The volunteer modders behind Black Mesa, however, are working on their own translation of the original game — and they’re starting from scratch. Two members of the Black Mesa team, RabidMonkey and Kalashnikov, were kind enough to take a break from their impossibly busy schedule to answer some questions.

Chris Livingston: After doing some exhaustive research on your mod (ie: looking at your site for a few minutes), I’ve determined you are completely rebuilding and recreating the original Half-Life for the Source engine. My question is: are you guys completely insane? Or just mostly insane? Because this sounds like a ridiculous amount of work.

Kalashnikov: It really doesn’t matter how much work needs to or will go into Black Mesa, it’s the fact that we want to do it. We aren’t crazy, but we’re certainly happy that we’re still moving forward after so many other modification projects, far smaller than ours, have gone under due to lack of proper resources. When we first started, a lot of people called us crazy and that we couldn’t do it, but after March 3, 2005 that changed.

RabidMonkey: It’s a lot of work, but we’re certainly capable of performing such a feat. We’ve got some very talented team members on board, and our continuing growth to the development team overall with new members and work is definitely a boost to morale. It’s definitely a ridiculous amount of work, as well - Part of all the upgrading and redesign we need to do for Source includes things such as larger levels, bigger and better textures, prop models, new sound effects, and other often overlooked areas of development - But the transformation into a source-based game will definitely show in-game. We’re not just another ‘remake HL1 identically with nice textures’ mod, and we plan to use Source to it’s full potential.

CL: And part of that full potential now includes compatability with HDR, as your recent media release demonstrated. How much more work is adding HDR going to create for you? Does it require as much attention as conventional lighting effects, or more?

RM: HDR rendering definitely means some more work on our part, but it’s well worth it. We can’t really begin to compare it to conventional LDR rendering as it’s just so different. The main time-consuming process of implementing HDR is tweaking it - Making sure the values within the game are set correctly to portray realistic exposure values and what one might expect to see in real-life. The real devil of HDR is in the codebase, which we will need to implement once VALVe offers up the HDR code. Some tweaking is being done to indoor levels such as Inbound to make sure light values will look proper on both LDR and HDR rendering modes, so those who cannot play Source games with HDR will still be amazed by the levels to the extent their video cards will allow it. We’re putting a lot of attention into lighting values and contrast, moreso than Half-Life 1 - So outdoor areas like Surface Tension will definitely differ from indoor settings such as labs or offices, which may still be bright, but tweaked to look better indoors. Comparatively, areas like Blast Pit and Residue Processing (which is getting a complete redesign) will have high contrast between darker, abandoned areas and the active or occasionally-used ones.

CL: When you mention completely redesigning levels, or making levels larger, how much difference will there be between the original levels and the ones in Black Mesa Source? I mean, it’s nice that you’re not cut-and-pasting the maps inch by inch, but do you worry that fans might be put off by major changes to the game? Can you give me some specific examples of a level that you feel needs reworking — for instance, Residue Processing — why you think it needs changes, and some examples of the changes you’re planning to make?

RM: Well, it’s all dependent on the area and the designer’s inputs on the chapter. Areas which were very strong in the initial version of HL, such as the anomalous materials laboratories, are shaping up to still be updated and look very sexy with the powers of Source. However, areas like Surface Tension, Inbound, On A Rail, are all undergoing major changes to look better with Source - This was because while we felt some of the areas were quite incredible for their time in HL1, they would look plain silly when ported to a next-generation engine. We’re having to rethink some of these areas and do some new work on the chapters, but it will all be for the better.

One specific example of this ’sourceification’ which I can vouch for is in the Inbound chapter which I am working on - We’re doing a lot of architectural changes to this level (as are evident in the latest screenshots), utilizing more world brushes and higher resolution textures to bring this area to life. We’ve enhanced the size of this level drastically and added new prop models, scientists and characters with new sequences and focused on the detail of this level to preserve the original’s ‘wow’ factor.

K: One of the most notable differences in level design has to be Black Mesa Inbound. It has a lot of mixed emotion because of the alterations we have done. Surface is another change, but it’s a different change. It’s an improvement change, a size change. Something we have heard from fans is that they want relatively the same areas, except in Source. Something they don’t understand is that some areas, to increase the immersion and feeling of Half-Life, need to be changed. Source can do a lot of great things and we change according to what was, what was meant, and what Source can do. On A Rail is a chapter which we have heard cries for a massive overhaul of, and we tend to agree. Chapters like that need not only a Source visuals overhaul, but we also have plans to extend the exploration aspects of that chapter. While there is still a modest amount of battles, enemies and the like, we wanted to put together a mini, interactable Black Mesa Inbound for the player to tinker with whilst still progressing and fighting.

CL: Could I suggest a change in the level “Blast Pit”? Perhaps you could do away with the endless, infernal clanging the pit monster makes. I know I’m not alone in this, because I asked my friend Sam to tell me the first thing that popped into his head when I said the words “Blast Pit”, and he replied “CLANG CLANG CLANG CLANG CLANG.” He added, “CLANG CLANG CLANG CLANG.”

RM: Definitely. We’ll probably be rigging some sort of nice effect for the clang noises outside of the actual firing silo, or a locational sound depending on where the tentacle hits. Since it’s not smashing things up before you barge in, no reason to have the annoying sound effects. We’re doing some other changes to Blast Pit, as well, although nothing to momentous. Mostly, we’re increasing the scale, and making the actual silo look quite a bit better. We’re also adding a couple more objectives you may have to complete (Instead of simply fuel, water and air? I can’t remember how it was in the first one.) - Such as opening the blast vents and visiting other areas of the silo as opposed to simply two maintenance areas, a big fan, and the firing area itself. This is one area which has deviated slightly from the original, but should still keep new and old audiences hooked.

CL: How about the Xen levels? I know most of the complaints about Half-Life are based around the low-gravity jumping puzzles of Xen. (Personally, I noclip through the Xen levels when I play Half-Life these days.) Any changes planned for the Xen borderworld?

RM: The Xen levels have a special design direction we prepared for them. We’ll be restructuring some of this area, partly to fit in with displacements, and partly to take advantage of the bigger environments we can use in Source. We’ll be using some cool skybox effects here, too, whether portraying distant planets or moving nebulas or to show a larger field of ‘xen islands’ floating off in space. Some more human elements the Xenians have absconded with might appear here, although we’ll be keeping close to the original on these levels.

CL: Half-Life 2 features one Barney, one Kleiner, and one Dr. Vance — but the original game had multiples of them, all looking and sounding the same, and delivering the same lines of dialogue. You state on your site that the Barney we meet in HL2 will be the first Barney we see in HL1, knocking on the door in the “Inbound” tram tunnel, in keeping with the “Half-Life: Blue Shift” expansion pack, but are there any plans to change some of the other models or voices, in order to differentiate the various Barneys and scientists we meet in your mod?

RM: The other models, both Scientists and Barneys, will have about a dozen or more variants to ensure you never see the same person in the same area. Voices will probably have multiple variants as well, but this depends on how many extras we can get high-quality recordings of for the game. Developers will most likely voice the Vox system and the Human Grunts, with some heavy filters applied by our talented sound technician, Plink. However, this is still up in the air at the moment, so I can’t really give a final decision as everything is tentative to change.

CL: Can we, the slobbering, ravenous Half-Life gaming community, expect any sort of playable demo, or perhaps in-game video anytime soon? Are there any levels, or portions of levels, that are nearly complete beyond the mapping stage?

RM: Well, it was intended as a secret, but Uplink will most likely be making an appearance as a demo for Black Mesa. We’re too far off from in-game video right now, too - We’re still working on weapons and code and fixing bugs and making maps and getting custom content ready before we can show off video footage. Expect some this year, though. We have a few levels which are nearly complete beyond mapping - We’ve Got Hostiles, Forget About Freeman, Office Complex, and the dam sequence, to name a few. We’re constantly improving our content with new props and textures, though, so nothing’s ever final until the release moment, and still not completely final even then. We relentessley adapt our levels through community criticism, team criticism, among other forms of suggestions, in the aim of pleasing almost everyone we can. Rest assured, though - When video or a playable demo is on the way, you’ll know.

CL: What difficulties do you face in keeping such a large, ambitious project afloat with only a volunteer workforce? How big is the current Black Mesa team, and how do you go about assigning tasks and goals for each member? Are you currently looking for new members, and if so, in what departments?

RM: Well, a volunteer workforce is certainly interesting. Real-life commitments make it so that not everyone can contribute as much as some others on the team, but the fact that you’re working on one of the most-watched and most-popular upcoming HL2 mods is definitely a big motivator. Our active team has about 25 members, and the team is split into different departments (models, textures, level design, etc); each under the lead of one or two department heads. These people are ultimately in control of the rest of the team in that section - Kester and myself are both in charge of the level designers, for example. Tasks and goals are assigned either through our developer forums or directly via Skype or another communication medium. As for jobs - We’re actively looking for texture artists/skinners, additional prop modellers, and another character modeller or two. Of course, although we aren’t actively looking for positions doesn’t mean you might be useful on the team. Anyone’s free to drop an email to jobs@blackmesasource.com with some links to their past work, and if we like it, you may find yourself with a job.

CL: The immersion of the original Half-Life was heightened by the background loading of levels… there was only a slight slow-down when moving from one level to another, instead of the complete in-game pause that occurs when changing levels in Half-Life 2. Is there any way to incorporate this “background loading” of levels in your mod, or is it just not possible in Source?

RM: Well, Source loads stuff completely different this go around. We’ll probably experience HL2 load times, unfortunately, although once one level is loaded a lot of the content we use, such as textures or props, will already be in Source’s content cache and things will load a lot faster after the first few levels have run.

CL: Your FAQ states that your mod will feature a completely original soundtrack. What’s the thinking behind this? Is it a rights issue or a design issue?

RM: It’s both a rights and design issue, really. We’d love to use as much custom content as possible, and our sound artist, Joel, is very enthusiastic about recreating the HL1 soundtrack as he interprets it. As you can see from the samples provided on our website, and from our forums, the community reaction to this decision has been very positive. Joel is also working to make the music abit more atmospheric and suited to the gameplay the player will be experiencing rather than upbeat combat music as HL1 featured. We’re taking a more ‘HL2′ approach, here, and I think it should please most of HL’s original fans. I remember reading on a forum when HL1 was still the game of choice about displeasure with the soundtrack, and I think this should be one of the areas we really excel at for those who disliked HL1 for the musical score.

CL: Guys, thank you for your time! Now get back to work. I speak for the entire community when I say we can’t wait to play your finished mod.

Visit the Black Mesa website at www.blackmesasource.com.

March 3, 2006

Concerned on Primo Tech

Filed under: Interviews — Administrator @ 7:53 am

On the off-chance you don’t get enough of my mindless blabbering in the comic notes, I was recently interviewed by Alex Petraglia of the website Primo Tech (www.primotechnology.com).

He asked lots of questions about how the comic is written and put together, the future of the series, the popularity of machinima, and my 14 year stint in a Turkish prison for drug trafficking. If any of these topics interest you, read the full article here. Thanks, Alex!

February 21, 2006

The Concerned Interview: James Brandt

Filed under: Interviews — Administrator @ 12:44 pm

It wasn’t the first Half-Life 2 comic made with Garry’s Mod, but it’s certainly the biggest in terms of scope, storytelling, and impact. James Brandt’s “Apostasy” is more than a web comic, it’s an online graphic novel; the veritable Godfather of Garry’s Mod comic creations. Moody, grim, and gritty, it follows the paths of several characters as they make their way through the world of Half-Life 2, their original stories interweaving with characters from the game itself, such as Barney Calhoun and Judith Mossman. James was recently kind enough to take some time to answer a few questions about his graphic novel, gaming in general, and mobster toilets.

Chris Livingston: The vast, unbearable gulfs of time between the release of new issues of Apostasy lead me to believe that you are either busy with other projects, or are simply cruel and hateful to fans of the series. Provided it’s the former, what have you been working on lately, and what else causes such a delay?

James Brandt: One: Burnout. I did issue 2 too fast and was burnt out on working on the series, so I took several weeks off from working on it… several weeks soon expanded. Once I got back into the idea of doing the series, I had some horrible PC problems that plagued me for sometime.

Two: Another Project. I was working on a project for the people at Ubisoft doing a small wordless comic for their game Prince of Persia: The Two Thrones. The comic was for the fans who could edit in their own stories.

Three: Lastly, about this time, the Christmas season hit. Working in retail, there is little time for anything but work and sleep between other holiday stuff to do.

Four: World of Warcraft… no other explanation needed.

CL: Ah, yes. World of Warcraft has claimed several of my friends as well. So, are you a big time gamer? What else have you played in the last couple years?

JB: Yeah, I am pretty massively into PC games… not console really at all… I do not even own one. I have played most of the MMOs that have come in the market recently. Even though I am not a big fan of WoW’s cartoon like style, the gameplay is unmatched. It is simply the best MMO I have ever played.

Other than that, I mostly do FPS games. I played Red Alert 1 so much several years ago, that I pretty much ruined that genre for me forever. Every game I play, I am like… okay, now I have to make this, to make that… then… ARRRGG! I am sick of it. I pretty much cannot play any of them more than once or twice.

Recently, I just finished Call of Duty 2. I don’t feel it was quite as good as the first one, but still probably the best WWII series going. It takes a real good game to make me play yet another WWII game.

Right now I am running through F.E.A.R. and Quake 4. Not so sure about Quake, I think I just do not like that engine as much as source… looks very Doom-like. Everything looks so… dismal. F.E.A.R. I wish I could have an opinion on. I lost the ‘Play’ disc and have been looking for it for several weeks. The first level seemed cool… I’ll have to see how the rest goes.

I hear they just released the date for HL2: Aftermath. Of course, I am looking forward to that, big time. From what I have read about it, I am going to have to slightly alter the ending I had planned for Apostasy. I’ll have to wait and see. I should actually play Lost Coast sometime too… ironically I have not played it yet.

CL: Speaking of the ending of Apostasy, how long of a series do you expect it to be? Do you have pretty much everything planned out? And, since I get asked this a lot, I assume you do as well: Will Freeman make an appearance?

JB: The comic is supposed to be around 10-12 issues long. It really depends on how thing pan out time wise. The outline to the entire story was planned out before page 1 was even started. Making anything (comic, screenplay, book) without knowing where it is going is like driving in the dark with no headlights.

As for Gordon, we’ll have to see.

CL: For the first main character we meet in Apostasy, Markis Meriwether, you chose to use male model #7. This model is used by Clover in his off-beat humor comic series “Jeff“, and it’s the same model I later chose for the lead in my own comic. Do you recall why you chose this particular model to be one of your leads, and why it seems to be a favorite for HL2 comic artists?

JB: Well, I did not even know Clover, or really read many other HL2 comics when I started this. Honestly the answer is more simple… the character looks a lot like one of my brother’s friends from high school… and his name? Mark.

As for that character’s popularity, I think that is pretty simple too. That model looks more like a traditional hero… more actor-like… more like a leading man in the vien of Cary Grant or something. Several of the other models seem older also which limits the choice. The character that I used for Billy was my other choice (can’t remember the model number off hand — he kind of looks like Russell Crowe). Like I said, the final decision was the thing with my brother’s friend.

As for Jack, that model was instantly chosen for him. Has a much more hardened look. Galena was originally named Jennifer and was going to be the Asian girl model… but now that character is going to perhaps have a smaller role later.

Looking back on it, I wish I had used perhaps one of the black models for one of the characters. No one ever uses them at all. If I had known how popular Male 7 was going to be, I for sure would have used something else.

CL: And how did you get involved with PHWComics (now PHWOnline)? Did you know any of the artists before you started Apostasy?

JB: The first person I met was Major.Dump. When I was working on my posing before working on the comic at all, I contacted a couple of people who made a few more serious comics on the FacePunch forums. Major was one of them, I contacted him for his old series Barney Noir. So I have known him longer than anyone really.

A bit after the series came out, I was approached my Michael (jian) about joining. At first I was a little apprehensive because I didn’t really know any of them. I soon warmed up to the idea because everyone there was so cool. Then after a week, it became a mandatory emergency when my images on ImageShack inevitably started failing.

Turned out being great. All the people there are a lot of fun and I have made a lot of friends. I have had a couple of other offers (even some with pretty big sites) but it was just too hard to leave everyone.

CL: Garry’s Mod is an amazing tool, but certain aspects of posing comics can be a bit frustrating. If you had a wishlist of future Garry’s Mod changes, what features would you enhance or add?

JB: First and foremost, fingers. I know there has been some models with fingers, and wishing for them mod wide is not a practical choice, but neither is my second one… working deltoid muscles. You cannot really pose any one’s arms over their heads without it just looking 100% awful. It works out will in comedy comics because it looks silly, but in something serious, you have to just avoid those poses.

These are not so much Garry’s problems though. These are just the way that Valve made the ragdolls. I am sure they never thought anyone would be doing anything with them except knocking them across the room with grenades.

As for the more realistic answers, I must say that I am pretty happy with how it is now. Most everything I really wanted was put in the mod with v8, the face poser was a godsend.

I suppose I wouldn’t mind seeing a bit more finesse in the manipulator. Being able to change how sensitive the mouse roller is for example… or perhaps a way to rotate items in a slightly different way. Sometime you just can’t the item rotated correctly and have to spin the item a few times before it gets where you want it. Honestly in logistics, I am not even sure what I mean by this… perhaps almost having something like another arm to manipulate with (now that is just crazy talk).

What I really want is something not from Garry’s team, but the community… MORE MODELS!!! Especially ragdolls with working faces.

CL: How do you plan a single page of Apostasy? The layouts are often very complicated and intricate, reminiscent of a comic book or graphic novel. Do you have to plan them out exactly before you go in and take your screenshots, or do you take the pictures first and then figure out how to layout the page? Do you storyboard at all?

JB: Well usually when I am writing the script for the issue (usually in a pub somewhere), I get a few ideas in my head for how it should look. Sometimes I draw a quick sketch or two of some layout ideas.

The real work starts when I file up Photoshop. In there I start making boxes which gives me the general layout. I do all of this before I even go into gmod. The reason you ask? Easy… if I want a panel to be kind of skinny, I need to know that before I go into gmod so I can make sure everything is tightly together in the shot.

After I get all the shots, then it is just time for choosing the best shots, editing them down, perhaps some design extras (odd borders, outlining, etc).

CL: Speaking of which, how did you develop your layout skills? Is Apostasy your first effort at making a comic, or have you done some old school (ie: hand-drawn) comics in the past?

JB: In college I took a lot of art classes. I had designs on being a comic artist some day. I actually started several comics back then. Eventually I gravitated to writing, then screenwriting… and somehow along the way ended up a computer tech… go figure.

CL: What sort of writing did you do? What sort of screenplays did you write? Is any of it available online?

JB: Yeah some of it is kind of online. I think I will want to clean up the stuff there a bit first though before showing it.

Most of the stuff I wrote before Apostasy was drama with lowlifess. Very modern film noir with drug-dealers, prostitutes, etc… all getting themselves into horrible situations. I also had a few others though. One, for example, was a Hitchcockian thriller in Thailand that I was writing with Brad Pyott (who was also helping with Apostasyat the beginning). We also wrote a ridiculous comedy short that was a hard-boiled detective story that spoofed several films. The main character was a detective who was a toilet brush. All of the characters were things you’d find in a bathroom… for example, there was a crime boss named Don Porcelaini who was, you guessed it, a toilet.

CL: Mobster toilets? Well, I’m interested! James, thanks so much for taking time for this interview.

Apostasy, and many other HL2 comics, can be found at PHWOnline

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