It is my responsibility to take everything that's great about Warhammer from Games Workshop's point of view and ensure we have it in our game. My role covers everything from look and feel to design and concept. To mangle a famous quote: "Fudge the game for the Intellectual Property, fund the Intellectual Property for the game and always make tasty fudge." My office is basically an airline seat as I spend most of my time in the air traveling between the USA and the UK.
So far I have given talks in the character of an Orc, explained who Fred Dibnah is (A British Steeplejack who blew up factory chimneys and made steam engines. He was from the north of England and effectively is a GW Dwarf in human form.), point out that Milton's Paradise Lost is referenced throughout Warhammer, explain just what a 'Carry on' movie is (A series of movies produced in Britain that are laced with the sort of humor that Rick Priestley and Alan Merrett like a lot.) and try to explain what Alan Merrett (The man at GW who can tell you what it all means and why. Though it can sound like crazy metaphors at times, which is why I have to explain it in American English rather than GW English…) meant when he likened Warhammer to brown bears fighting in World War II.
How did you get into game development?
I'm color blind and dyslexic, and though some people say I may be smart, the examination boards think I am as thick as a
plank. So I'm one of those people who left school early to go and earn money for my family.
I started with all the terrible jobs in the world - working in a sewer, garbage collector, bill poster sticker, bartender, and car wash attendant. I decided out of the blue to design computer games and set up my own company. I started designing massively multiplayer games when the internet was young. My games became the biggest MUD's in Europe for five years straight. I was so happy I bothered to get an education at my own expense; I know in the USA paying for your education is the norm but in the UK it's still looked at as rather odd. We managed a million game hours a month (back when that number was considered impressive). I was so happy I quit computer games and went into business consulting for several companies including, so far, a ten year creative consultancy with Games Workshop.
Like everything, the industry moved on and before you could blink game budgets soared and the numbers went crazy. I still have my games up and running, though now as nostalgia, and they are still available on the web. Try www.legendsofterris.com to see how the oldies used to do it.
What was your "welcome to the games industry" moment?
When I was eight years old and I stole a Spectrum 48K computer that my dad then had to pay for. I was bad, we were poor
and Spectrums where small enough to fit in my bag.
Or maybe when I got my first monthly royalty check from AOL and it wiped out ten years of debt.
Why is working on Warhammer exciting?
I spend far too much time with Rick Priestley, Creative Director at Games Workshop and the writer of both Warhammer
Fantasy Battles and Warhammer 40k, so I like the concepts and ideals hidden within the background. Like a classical
education, gags and obscure poets.
Classical education depends on a three-part process of training the mind. The early years of school are spent in absorbing facts, systematically laying the foundations for advanced study. In the middle grades, students learn to think through arguments. In the high school years, they learn to express themselves. Understanding GW's IP requires you to follow the three stages of a classical education.
There are lots of gags (jokes) within Warhammer. Some of these gags are obvious; Warp Stone is cheese that's why Skaven (big rats) like it. Some are more considered, for instance; Warpstone is a metaphor for radioactive waste. And others are obscure; Warp Stone is an anagram of Open Warts (which is a side effect of handling Warpstone).
And though it may all look like it's about Goblins and Elves you will find the works of 17th century poets if you dig hard enough or do enough research.
What armies do you own?
My collection has effectively been broken up and passed around Mythic; I see my figures on lots of people's desks. I also
act as one of the speed painting coaches to the rabidly enthusiastic Mythic people. As Rick says "my painting is
excellent, well, apart from the outer layer of paint."
What are your hopes and goals for WAR?
We will have reached my goal when people who love MMO's like our game, when people at Games Workshop like our game and
when people who love Warhammer like it.
We will have reached my hopes if we manage to move MMO game concepts on a little. I'm not here to take part, I'm here to
win.
To you, what is the best aspect of working on WAR?
Getting to work with Mark Jacobs. I've known him for years and I have always had a lot of time for him. Getting to do a Warhammer MMO and do it right. I'm here because Rick said it would be a good idea. I want to do it. Actually, it is
my destiny so I didn't get much of a say. Effectively I have been in training for this job for all my life.
Who is your favorite musical artist?
The Stone Roses and Ian Brown. Check out Ian Brown on tour, and get the first Stone Roses album and Ian Browns 'The
Greatest'.
What book should everyone read?
"Surely you're joking Mr. Feynman" - Read about the greatest showman, topless bar frequenter, bongo player, atomic bomb
creator, scientist and all around most interesting person I have ever come across.
What is one of your all time favorite movies?
It's just a ride 'Bill Hicks' - The greatest American comic of the 90's, almost unknown in his own country. Bill
rocks! Get the DVD, the CD, anything. Long live Goatboy.







