
It is something that I've only experienced in Game Jams nowadays. The atmosphere for Max Payne 1 & 2 was quite fantastic. I was friends with people who founded Remedy, and had done freelance art for them in the past, so it was more about aligning my schedule (with school) with them I started in April 1998.Ĭan you tell what was the atmosphere in the team? When I was in high-school, friends of mine talked about making a game and that was the first spark. When did you decide you want to make games and when did you join Remedy? I started from a Finnish Amiga developer, Bloodhouse (predecessor of Housemarque), doing pixel art for an adventure game called 'Alien Incident'. Hello, tell us, please, how did your work in the gaming industry begin? Such as Futuremark (created 3dmark) Remedy, Bugbear entertainment (Flatout), Bitboys (graphics hardware company) and Recoil Games (Rochard).


The closing field of the demo group - people began to create gaming companies. During the work of the group from 1987 to 1994, such games as Unreal, Panic, Second reality and many other games were shown. Future Crew is a Finnish demo group that created game demos and PC software.

Thanks for attention. especially for the article, I interviewed Peter Hajba, who was in charge of the soundtrack, Aki Raula, the main person for textures, and one of the founder of the studio Petri Järvilehto, he was the project manager.Īlmost everyone who created the studios came from Future Crew. Hello, I want to meet you, my name is Alexander, I am 32 years old, I live in Moscow, I have been writing articles about old games for more than a year, for each article I try to interview developers, but as you understand my articles are all in Russian, my English is far from perfect, but you might like my article.
