Duncan Botwood has been designing games for as long as some Operatives have been playing them. His impressive credits include Perfect Dark and GoldenEye, and his current assignment is to orchestrate the design of the multiplayer aspects in Perfect Dark Zero. Our Operative infiltrated the heavily-guarded Rare compound in the United Kingdom and, at great personal risk, obtained the following interview with Duncan.
MGS Operative: Hello, and thanks for granting us this interview. Please tell us a little about yourself, your role at Rare, and your work as the Perfect Dark Zero Multiplayer Designer.
Duncan Botwood: I’ve been at Rare for over ten years now, and I’m a Senior Designer at the company. I was part of both the GoldenEye and Perfect Dark 64 teams. What I’ve been doing as the Multiplayer designer on PDZ is: making the initial background models for the multiplayer levels then passing them over to an artist for the graphics pass; setting the levels up for players; and writing many, many (many) design documents covering all aspects of the multiplayer side of things. I also did some placeholder voice work for both in–game and cut-scene speech… I hope nobody from Scotland ever hears my attempt at Daniel Carrington’s voice.
I personally cannot wait to get my hands on this one. Check out the first part of the interview at Xbox 365.