Fallout Developers Profile - Scott Rodenhizer

Brother None

This ghoul has seen it all
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For this week's instalment of the Fallout Developers Profile we're going outside of the realm of the designer, artist and programmers we regularly target to high-light one of Fallout's most talked-about features; the Talking Heads.

Thanks to our good friend Davaris, we managed to get in touch with Scott Rodenhizer, who sculpted most of the models for the talking heads and, together with Eddie Rainwater, was responsible for the 3D animations:<blockquote>The heads came about because I was hired to provide sculptures of the cast of Star Trek for the Vulcan’s Fury title (god awful game) and Leonard Boyarski came by to the sculpture studio to try his hand at doing a little sculpture. He actually sculpted the first Fallout head--the overseer. He got me on Fallout to do the rest of the heads and really encouraged me to do get into 3D which later positioned me to become art lead of fallout 3. (I quit weeks later to move up to San Francisco)

(...)

Again I really didn’t have much say in the game design, but in doing the heads I suppose we were inspired by frank frezetta and frank miller not pop culture mind you but we all lived in a comic book vacuum at the time.</blockquote>In addition to doing the interview, Scott sent us 10 images from his developing days on Fallout 1 and 2, the gross of which are shots of the half or fully-developed heads with our without backgrounds, but he also sent us over the very rimply texture of Tandi's skin, a promo pic of Fallout 2 featuring Sulik, and a PA MkII concept sketch. The images can be found in the profile.

Link: Fallout Developers Profile - Scott Rodenhizer
 
yup yup, the talking heads were awesome. without them, FO wouldn't have been FO.
 
He seems like a very nice guy. I just loved the talking heads.

You're right. He is one of the good guys. When I was reading his emails, I imagined his voice sounding like Harold from Fallout. But now I see his picture, I'm disappointed. You're way too young Scott! ;)

No I’m too old for that. 3D is such a pain in the ass I’d rather just hire someone and watch the magic happen. I don’t think I could ever work on a large scale game again without a gun pointed at my head.

I know that feeling well. The problem with games these days, is you end up working on the graphics more than the game itself. I think the only solution is to reject simulation and photorealism and to make games that are more abstract and use stylized graphics.

Leonard and Jason could lead the team. I think it would be easier to deal with them now that I’m a little more secure in my art and what I bring to the table. You can read between the lines on that if you want.

In his emails he said Jason was the most talented 3D artist he has *ever* worked with. So I guess he felt a little intimidated by Jason and Leonard. Of course he didn’t need to feel that way at all. :)
 
Davaris said:
No I’m too old for that. 3D is such a pain in the ass I’d rather just hire someone and watch the magic happen. I don’t think I could ever work on a large scale game again without a gun pointed at my head.

I know that feeling well. The problem with games these days, is you end up working on the graphics more than the game itself. I think the only solution is to reject simulation and photorealism and to make games that are more abstract and use stylized graphics.
I was thinking about this recently and I miss times when people did more stylized graphics and worked with limited pallette of colours.
I'd like to play a game with 256 colours 2d graphics or something like this.
I like reading comics and I can't imagine all/most comics turning to photorealism just because they can.
 
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