Scanned
from 2000AD Prog
722 cover date 16/03/1991
THE
GAMEMAKERS 1: THE BITMAP BROTHERS
There
are 10 of them, they produce some of the most zarjaz computer games
you can buy, they call themselves The Bitmap Brothers — but they
ain't brothers. "No, we are not," insists Eric Matthews, partner
and founder member of the Bitmaps, "there are no brothers among
us at all!"
Eric and the group's graphic designer, Dan Malone, were talking exclusively
to 2000 AD's computer review droid, Big K, on the eve of the launch
of Renegade, a new software label company owned by the Bitmaps and Rhythm
King records,
Top quality in graphics, sound and, most importantly, gameplay are the
hallmarks of Bitmap Brothers games. Check out the hit titles Xenon,
Xenon //, Speedball, Cadaver and Speedball 2 (all from Imageworks/Mirrorsoft),
if you need proof. And with Gods, the Bitmaps' first Renegade release,
a further evolution is achieved with "intelligent gameplay",
more of which later.
The Bitmap Brothers were formed as a company in 1987 by Eric and his
fellow partners, Stephen Kelly and Mike Montgomery. "Initially
we did everything ourselves," says Eric, "with me as graphic
artist, Steve and Mike on programming and all three of us designing
the games." The name was a way of attracting attention within the
industry — bitmap referring to the way a computer represents graphics
on the screen.
Now the company has grown somewhat. Eric, Stephen and Mike are still
involved but games design is split amongst teams of three that go to
make up the current workforce of 9-10 "brothers".

GAME
MAKING
A single game according to Dan Malone, takes up to a year to complete.
"A game is such a big thing," says Dan, "just for myself,
graphically, it can take 6-8 months. Everybody puts something into the
idea."
Ideas can come from a number of sources, for example a team within the
Bitmaps say they would like to have a go at a particular style of game.
First stage is an initial specification to give everyone an overall
idea of the game. Dan is consulted as to visualising the whole thing.
If still deemed good enough the game goes to early sketches (on paper
and on screen) and early programming to get a feel for how the game
works. If everything still looks good a team is given the game to see
through to completion.
But how to the Bitmaps create a "good game". "A good
game", according to Dan, "will keep a player playing for at
least a month."
Eric and Dan cite many influences on their game designs, chiefly films,
music and comics. Eric sees the Bitmaps' ideal audience as 13-14 year
olds, though getting older all the time, and many of them comics readers
getting into computer games for the
first time. Needless to say, The Bitmap Bros are major fans of the Galaxy's
Greatest Comic and have had the good taste to use Sldine artists supreme,
Glenn Fabry and Simon Bisley, to provide illustrations for their packaging.
Dan got into the computer graphics business by answering an ad from
a software publisher for a "comics artist", so how important
does he consider graphics to be in computer games today?
"Graphics are now like special effects in films or good artwork
in comics," he says, adding that they must enhance the final product
rather than dominate it. "Computer gaming is a new medium for artists
in this country," says Eric, "and as the capabilities of the
machines increase it can interest people a lot more."

NEW HORIZONS
Now The Bitmap Brothers are entering an exciting new era with Renegade,
a new independent software publisher, co-owned by the Bitmaps and Rhythm
King records. A strange partnership that began when the Bitmaps wanted
to use a Bomb the Bass track for their mega-blaster Xenon II. They contacted
Rhythm King to find the owner, Martin Heath, was a computer games fan.
Later, when the Bitmaps realised they needed to get into the technology
of CD-ROM/CDI for future games it was logical to team-up with a company
that already had great expertise in music as well recording and video
facilities (for "live" footage in CD-ROM-based games).
Renegade, Eric hopes, will also attract other games developers. "We
will give them a better deal and more recognition for what they do,"
he says. "Hopefully we will also provide a nicer and more creative
environment to work in." Eric firmly believes that the future for
computer gaming lies in the creators being given the spotlight, rather
than the huge publishing companies — much as has already happened
in comics.
WATCHED FROM ABOVE
The team's latest release, Gods, certainly takes gaming another step
into the future with a system that monitors or "watches" the
player's ability and adjusts the complexity of the game to suit it.
"Up to now most games provide a very linear progression through
the game," explains Eric. "You'd complete a level and have
no reason to go back. What we're doing now is hiding things within each
level so the more you play the levels of the game the more things are
revealed to you. Characters in the game will also react to you. They
can steal things from you, they can use weapons against you, they'll
run away from you. If they find you are doing very well they'll just
disappear and come back later."
As for the future for the Bitmaps themselves: "If there's a machine
selling well, there'll be one of our games on it," says Dan. "Graphics
will be amazing. More graphic, more sound (in CD quality), bits of full-motion
video, you name it."
The Bitmaps' favourite machine of the moment is the Amiga, though Eric
reckons that consoles could become big news before too long.
The Bitmap Brothers have found the secret of adding Thrill-Power to
their products. If they have the same success with it that the Mighty
Tharg has had with 2000 AD, they'll be around for a long time to come!
This is Big K signing off until the next Bitz blitz.
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