J.V. : Sure ! My Name is John Vignocchi. I'm a developpment director at Disney Interactive Studios. Prior to Disney, I worked at Midway Games on a lot of titles, a lot of sports titles. So I worked on NFL Blitz, MLB SlugFest, NBA Ballers series... Before that I worked at Vogster Enterntainment, brefely, where we did Robocalypse on Nintendo DS and iPhone, Unbound Saga and some other titles that were never actually released. At Disney Interactive Studios, I was working on Pirates of the Caribbean : Armada of the Damned and of course Tron Evolution.
D.P. : I'm David Patch, senior art director at Propaganda Games. Prior to this I was working on a MMO for a couple of years, but before that I was with Maxis and EA. We're working on SimCity, SimCity 4, Unlimited, Sims 2, on a lot expansion packs. And even prior to that I was on Lego Island.
There is a big gap between the artistic direction of SimCity and Tron Evolution so the next question will be for you. The world of Tron has a strong identity and on one hand we can think that this is easier to work on a masterpiece with such an identity, but on the other hand we can think that your choices are briddle. I don't know if you see what I mean... you are maybe less «free» than on other projects. Can you give us your point of view as a lead artist ?
D.P. : So, Tron does with a very distinct and unique style. It has bounds, it has definition, definition of what is and what isn't ; because those boundaries become your base design. You have to innovate with that design. Ok ! we are making a city street and so you walk down the street and you take pictures and there is bricks, there is pavement... but here all had to be created from your mind, had to be through from artistic skill, developing a style that was established. So first it was very exciting. And two, You've got to be able take part of the ground. We've got to be able to expand these ideas. It wasn't just what was handed to us from Legacy. We was working on Tron City and there were Light Cycles for example. There're core design ideas, so we've got to take those design ideas and expend upon them to develop our story. So we've got to show different parts of Tron worlds. We'd got to create our own city, our own character, our own costumes to be integrated across the whole Tron world, into the graphic novel, into the wii, into the DS. This was a very interesting experience as well from the creator point of view because we've really had an impact on the world of Tron.
After what ou said, have you got a preference to work on vehicules or characters or environments... ?
D.P. : (laugh) It's like to say which part of the cake is the best ! You know, you can't make a cake without the eggs, without the flour or even without the plate. So it's all part of the artistic vision ; so you have to have strong world, you have to have amazing animations, you have to have brillant lighting and you have to have great character design to make the whole ambiance. Because if one of those thing is out of the line, the player, the user will see it and know it. So they are all my favorite. There is nothing special about any. They're all different parts of the recipee.