[An unusual one this. Normally I interview the Project Lead or Lead Designer or similar. In this case, I was actually interviewing Christophe Carrier, who was Sound lead at Arkane on this Ultima Underworld-inspired RPG (Christophe, when asked for inspirations, simply stated "We wanted to make Ultima Underworld 3"). This was done when I was visiting Arkane before Dark Messiah of Might And Magic hit. And since I'm in Paris today, seems as good a time as any to repost it.]
How does a development team start? Where do they come from? How are they begat? They happen because of one thing: people decide that, actually, we’d like to do it our way for once. People coming together from different places, meeting and going forth. Arkane’s Christophe Carrier had worked in the games industry for most of the nineties, when not in bands. His first experience was in Quality Assurance (QA) “I was working for Electronic Arts as a QA person – fixing things, organising the testing, going to England to test games,” he recalls, on things like Bullfrog’s Theme Park. Then he moved into areas more relevant to his talents. That is, working primarily in the field of sonics. “I did all the sound for a game called Hexplore for Infogrames,” remembers Christophe, “Before a game for the PS1, which was where I met Raphael and we worked together.” That is, Raphael Colantonio, the future charismatic CEO of Arkane, it was the sort of fateful meeting which helps form a country. “He decided to do this game,” Cristophe says, “He created this company and I put money into it, and I worked on our first game. I made the sound and the SFX… and then got into the design”.
“This game” was a little thing called Arx Fatalis.
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