Showing posts with label design. Show all posts
Showing posts with label design. Show all posts

18/08/2019

Interview With Games Designer David J. Bodycombe

In another entry in our series of interviews, Phil Newton-England talked to a fellow designer of games for the original series in David J Bodycombe




Firstly, tell us a bit about yourself.

I grew up in the North-East of England. I lived in Darlington and studied maths at Durham University. At the end of the academic year, it was normal for there to be quite a lot of dead time waiting for exam results to come out, in addition to the usual summer holiday lull. So, there was often lots of time to do something creative. I wrote a few puzzle books which were published by a company called Robinson Publishing (now 'Constable Robinson') who were able to use my Crystal Maze credits as part of the blurb. After university, I lived a double life for a while. By day, I was a management consultant. By night, I was still writing puzzles for various books and magazines. After three years, I was earning enough to work in games and puzzles full-time, and have been working as a freelance TV producer, games consultant and question writer/editor ever since. 

 When did you first become interested in designing games/puzzles? 

02/04/2019

Interview with the games designer of the new West End Live Experience Maze - Charlie Wheeler

Designing games for the Crystal Maze must be a very rewarding process, and while Anna Kidd designs fantastic games for the new TV Series, today we interview Charlie Wheeler, who is only 22 years old and was not even born when the Crystal Maze originally aired. Yet the Maze still captivated him enough to design all 32 games in the brand new West End London Live Experience maze.



When did you start coming up with ideas for the West End Maze games? Did you design games for the previous experiences? How many have you devised?


I guess "to devise" is not really a singular task as so many elements make a Crystal Maze game a reality. The whole design and development process is quite huge and involves loads of people! The rough process of getting a game from start to finish began with the Crystal Maze directors, we would talk (about a year ago now) about ideas, often having an old favourite from the TV show or maybe someone might have seen something out and about and thought ‘that would make a cracking game!’, and from this the directors’ treatments would be created. Each treatment would be totally different: some just a sting of an idea or a sketch or for others much more of a solid vision for a game. This is where I joined the ‘production line’ as it were, attaching this idea to reality (and the space it would soon inhabit) and turning an idea or a brief into a full size digital 3D representation of how the game and room would turn out like, fully dressed and decorated and lit as it would turn out in the end. This - I guess fairly unique - prototyping method really helped everyone get a feel for just how immersive each idea could become. From me the designs were passed onto the production team or the games manufacturers to make the physical products. In terms of numbers, there were 32 games used but almost double that number designed.

29/03/2019

Wired.co.uk article on how the games are designed and tested

Now, for reasons you either will or won't know, I want to share this quick interview last year with Anna Kidd, the Crystal Maze games designer, from Wired.co.uk where she discusses the process behind the games. From initial ideas through to having a ready and willing group of games-testers try them out on set to ensure they work as expected when the cameras are on.

https://www.wired.co.uk/article/crystal-maze-season-two-game-design-channel-four

"In one game, contestants sit on a rope swing suspended from the ceiling and have to push a number of buttons placed on the walls within ten seconds. Many contestants spend the three minutes allotted for the task hopelessly bouncing off the walls. But one completed it after just a couple of goes, with more than four seconds to spare."

I'm still far too smug about that. Only just outdone by that bloke from Derry Girls. Who is now my sworn nemesis.

01/02/2018

Original Series Crystal Maze Games Designer and Fan




"I Designed Games for the Original Crystal Maze"


One of our Blog Contributor's is Phil Newton-England. Our very own Phil designed a variety of games for the Original Series starring both Edward Tudor-Pole and Richard O'Brien. He is also a big super fan like the rest of us on this blog. He was voted as Challenge TV's No 1 Crystal Maze Fan. (I'd argue that with him, but he designed the games so he has one up on me!). Phil in the 90's had a dream job, that was to generate ideas and draw plans up for games to be built for the cells. The games themselves were built by Artem.

A highly imaginative and rewarding job, Phil put forward his plans and four of them were accepted and built. He designed the Hazard Symbols game in Futuristic (Above). This is the game in which a Meteor Storm happened to strike the Futuristic Zone, which featured pretty cool Special Effects of sparks flying around the abandoned Space Station. The game involved placing no two like symbols in adjacent spaces in a metal frame. 

Phil said: "I was 19 years old & remember getting home after work and switching on the TV. I saw this strangely dressed, bald-headed guy showing these people around a medieval castle...and locking the odd one or two inside. I thought ‘What is this weird show?' It was like NOTHING I’d ever seen before. Checking the TV guides it was called The Crystal Maze - from that moment I was hooked. ‘When’s it on next?’ I asked. Next Thursday 8pm my VCR was set to record this wacky, way out show (& yes...I still have the original airings recorded on VHS tapes in my wardrobe.


Phil-Newton England, Original Games Designer

Well, after watching & loving the show for 4 years my mind decided in a dream to place me, as a contestant, in the maze itself. I played one game unsuccessfully. The following morning I sketched the game I played on a piece of A4 & for some strange reason decided to mail it to the producers at Chatsworth TV. (I didn’t have emails & interweb back then).

They wrote back saying it was a great game but a bit too similar to one that had already appeared on the show. (Which to be fair, it was). They also said if I had any more game ideas they would like to see them. I got pen to paper & came up with eight new game designs.

Inspiration For The Games Inside The Crystal Maze

I drew inspiration from things I saw around work and out on the streets - people trying move certain objects from one room to another, parts of machinery that looked like they could be some part of a puzzle. I eventually sent my 8 designs to them & after various ‘phone conversations it was decided they would use 4 of the games I’d created for Series 6.


Build the Clock Face - Ocean Zone

These were the ‘no matching hexagons’ (Future), Ship & Cubes, Build the Clock Face & match the Octopus Tentacles (All in Ocean Zone, my favourite zone) the latter game appearing only in the kids special.

I was paid a one-off fee of £500 as I was told they alternated each year between payment or on-screen credit. They later asked me for some more ideas for series 7, which I started working on-but, unfortunately, the show was then de-commissioned.

I still have some of the unused game designs from back then & have since created another 60+ all locked away in a water-tight container & buried in the Aztec sands for Future archaeologists to find.


Built a Boat - Ocean Zone

Phil added: "As a little thank you, I was given one of the ROB era original jumpsuits (red) & 2 game crystals which now form part of my private collection, alongside my Crystal Maze fruit machine, all the puzzle books, board, LCD & PC game, jigsaws, original medic jacket (from series 6). I also decorated my old bedroom as the maze & Dome."

Tentacles, as used only in the 1994 Christmas Special