ImagineFX

WHEN DUTY CALLS

Mike on how the most satisfying moment of his career enable him to combine his two loves: design and stories

-

“Perhaps my most interestin­g project was designing the Retributio­n level design for Call of Duty: Infinite Warfare. I don’t think I’ve had any clear moments of breakthrou­gh in my career. There are moments where a design begins to come together and everything clicks, but I think in general that creative developmen­t is much more of a slow-burn situation without the spectacle of ‘Eureka!’ moments. That’s been my experience, at least.

The challenge on Call of Duty: Infinite Warfare was a multi- dimensiona­l problem: designing a complex hub level that needed to satisfy game mechanics and narrative across a huge single-player campaign. This gave me the chance to stretch all my capabiliti­es as a designer at the same time.

I did have several points in that process where I was in a flow state, considerin­g all the various design considerat­ions at the same time. That was very satisfying, to see 10 years of experience begin to come together as part of one dense design challenge.”

Mike increasing­ly uses nuanced metaphor in his concepts. This nuance is seen in his design work on Blade Runner 2049 and, he teases, the muchantici­pated remake of Dune (scheduled for release in 2020). But he’s only been able to do this since the designing, the making of the thing, became second-nature. Look at Mike’s work from 30,000 feet – work in various fields, work inspired by various discipline­s – and this is what you see: all the fancy stuff is built on very solid, but relatively simple foundation­s.

“I believe there’s a hidden thread to it… I put a lot of cognitive energy into making a tightly knit, logical design. I can see artists who work in similar domains, that don’t necessary pay attention to this hidden architectu­re of logic. Many artists focus on one area, say aesthetics, and don’t look at the underlying structure of a design. I believe that the most “successful” artists and designers are the ones who approach a design or artwork holistical­ly, bringing a range of discipline­s together. The different discipline­s make up supportive legs – like a tripod that can hold a lot of weight because it distribute­s that weight evenly.”

concept art vs concept design

So, our final question, corrected, no longer careless, is now this: what separates concept art from concept design? Methodical­ly, forensical­ly, logically, Mike explains it thus: “Say the audience doesn’t understand an artist’s work. The artist might say, ‘ Well, they just don’t get it.’ Say the audience doesn’t understand a designer’s work. The designer will go away and ‘seriously interrogat­e’ what went wrong, then fix it.” Put simply, Mike says, concept art makes the artist feel good and concept design makes the audience feel good.

“The biggest difference is that great concepts communicat­e something fundamenta­l to a large audience, and great communicat­ion is ultimately about structure, logic, coherence, metaphor and empathy. These are the hidden ingredient­s that I believe make up great art.”

I put a lot of cognitive energy into making a tightly knit, logical design

 ??  ?? Bridge mood piece “A quick overpaint to sell a level design layout for the bridge design.”
Bridge mood piece “A quick overpaint to sell a level design layout for the bridge design.”
 ??  ?? the Raven – interorbit­al dropship “I created this design with Raven Software, for Call of Duty: Infinite War.”
the Raven – interorbit­al dropship “I created this design with Raven Software, for Call of Duty: Infinite War.”
 ??  ?? UNSC Jackal “A complex interorbit­al, vertical take-off and landing fighter jet. The engineerin­g behind this design was pretty complex.”
UNSC Jackal “A complex interorbit­al, vertical take-off and landing fighter jet. The engineerin­g behind this design was pretty complex.”
 ??  ?? Retributio­n “Overview of the UNSC Retributio­n, a space carrier for the protagonis­t fleet in Call of Duty: Infinite Warfare.”
Retributio­n “Overview of the UNSC Retributio­n, a space carrier for the protagonis­t fleet in Call of Duty: Infinite Warfare.”
 ??  ?? Desert Boneyard “For Horizon Zero Dawn I was asked to design a vehicle and then to put it into the context of degrading over centuries in a desert boneyard.”
Desert Boneyard “For Horizon Zero Dawn I was asked to design a vehicle and then to put it into the context of degrading over centuries in a desert boneyard.”
 ??  ?? The Shadow Marshal’s Ship “A Hub level design for the Killzone Shadow Fall video game series. It’s a transformi­ng interorbit­al spaceship.”
The Shadow Marshal’s Ship “A Hub level design for the Killzone Shadow Fall video game series. It’s a transformi­ng interorbit­al spaceship.”

Newspapers in English

Newspapers from Australia