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A Sierra Retrospective: Part 1 – The Pioneers of Adventure

ShawnTheGrue Senior Content Writer
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Producers like Guruka Singh Khalsa were deeply involved in the early stages of design. He has vivid memories of working with designer Christy Marx on Conquests of Camelot.

“Sitting on the grass. Outside. Under a tree. Christy and I with a legal pad and pen. Sketching stuff out. Talking about puzzle logic and getting really excited about twists we could make in the puzzles. Mapping out the sequence of the character arc in the game and sparking each other creatively. It was very informal,” he says. “That was before we did formal storyboards up on the wall. It was the creative game ideas in the early stages where we would answer questions like ‘How can we make this game more fun?’ ‘How can we make the puzzles more fun?’”

Mandel’s first role at Sierra was a Junior Producer, so he has unique knowledge of both sides of the process. He says the two most important roles would be filled first: the art designer or lead artist, and the lead programmer.

“Once the designer had some definite ideas about what the game was going to entail they would meet with the lead artist and discuss the style of the game. They might also meet with the lead programmer and talk about the larger issues of the game. Was it going to need any special programming sequences? Would it use the in-house (SCI) engine?”

As the designer progressed further, the producer would work with them to refine the number of staff required to create the game.

Josh goes on to say, “You’d have a record of all the programmers and a guide to when each one was expected to come off of whatever project they were currently on. You looked to see who was going to be available around the time you were going to need them. They might not be available when the team was being formed but they might come on later. The same thing for the artists and the musicians.”

This casual design relationship between designer and producer contributed to some big hits for Sierra, but it also caused some problems, as Guruka says happened with Codename: ICEMAN.

Iceman was the worst designed game ever. In fact, the rooms didn’t make any sense. If you actually mapped out the rooms there was no way to get from one to another. And it had all kinds of graphical bugs and logic bugs in it.”

“Around that point, we said everything has to be storyboarded out, every game has to be mapped out. We actually completely changed our production methods. A lot of this was because it was early days. It was learn by making mistakes,” Guruka says.

This was a symptom of the company’s design philosophy at the time, Mandel explains. “A designer would get a game and then they would go off and do their own thing,” he claims. “Nobody really checked it over. Nobody said, here’s the flaws in your design, here are your dead ends and so on.”

With all the pieces in place, production of a game followed a standard process. The designer would develop a section of the game and the artists would create the background and animation artwork to go along with that design. These assets would be delivered to the programmers who would implement them into the game, again using the design document as a guide. This same process would be repeated for the musicians and the writers.

With so many moving parts, everything didn’t always go to plan. There was a constant pressure for producers and designers to deliver their game on schedule and on budget.

The possibility of people having to be laid off was a constant. According to Mandel, “it was normal for every team to be told that if we don’t pull this in on schedule and on budget we’re going to have to lay people off,” he says. “That was always the threat that was hung over us to keep things on track.”

Things were just about never on track.

“There was constant juggling of personnel. If things had gone too far off schedule then the programmer I had working on the game… they might pull him off and say, nope, you gotta work on the next game now. That would just increase the delay of my game,” says Josh.

By the end, though, a game would be created.

Mandel describes his best memory from his time at Sierra. It was at the end of production on Freddy Pharkas: Frontier Pharmacist, his first design credit, and he vividly recalls watching the boxes come off the production line.

“Watching the boxes of Freddy Pharkas coming off the assembly line, filled and shrinkwrapped and put in cases to be sent out. Maybe that memory is the one that comes to mind above almost everything else because I wasn’t getting enough sleep for the duration of the project or at least the crunch time. I have never felt such a strange and powerful mix of emotions. Most of those emotions were positive, seeing the game in physical form for the first time. What a sense of accomplishment and dread that now it was out of our hands; they were going to go out and the first person who bought it was going to get a crash bug that everyone else was going to get. So there was abject horror, there was pride, and sleepiness and confusion. I really cherish the vibrancy of that memory.”
 


The philosopher Plato once said about music that “It gives soul to the universe, wings to the mind, and flight to the imagination.” Believing this same principle, music was a vital part of Sierra’s development process, even as the technology changed from PC speakers to midi and later to digital music along the way. In our next article, we’ll take a closer look at how Sierra prioritized music as an important way of bringing players into its game worlds.

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