I started at Working Designs as a contractor porting
Iron Storm for the Sega Saturn in 1995,
and ended up taking a full time position in 1996. At that
time I was the only programmer in the company. I worked
on most of Working Designs products up until 1999, when a
second programmer was hired.
Here is a chart detailing all of my products with
Working Designs, and what I did on them.
Product Title
|
ScreenShot
|
Year
|
Style
|
Genre
|
Platform
|
Iron Storm
|
|
1995
|
Strategy
|
World War II
|
Sega Saturn
|
Localization reprogramming, translation, asset
recovery, art.
|
Dragon Force
|
|
1996
|
Strategy/RPG
|
Fantasy
|
Sega Saturn
|
Localization reprogramming, text engine,
translation, asset recovery, art, gameplay
enhancements.
|
Albert Odyssey
|
|
1997
|
RPG
|
Fantasy
|
Sega Saturn
|
Localization reprogramming, translation, asset
recovery, loading speed optimization, gameplay
enhancements.
|
Magic Knight Rayearth
|
|
1996-1998
|
Action/RPG
|
Fantasy
|
Sega Saturn
|
Localization reprogramming, text engine , lip-sync
system, keyboard system, cinepak movie
recombination and editing tools, map editor,
translation, asset recovery, art, gameplay
enhancements.
|
Lunar: The Silver Star Story
|
|
1997-1998
|
RPG
|
Fantasy
|
Sony Playstation
|
Translator management, localization reprogramming,
text engine, memory card, dual-shock, bonus games,
movie playback, dual disc, translation, asset
recovery, art, gameplay enhancements, scenario
modification.
|
Silhouette Mirage
|
|
1998-1999
|
Action/Platform
|
Science Fiction
|
Sony Playstation
|
Localization reprogramming, text engine.
|
Vanguard Bandits
|
|
1999-2000
|
Strategy/RPG
|
Sci-Fi/Fantasy
|
Sony Playstation
|
Translator management, localization reprogramming,
text engine, translation, asset recovery, art, dual
shock, memory card, automated comment translation
system.
|
Lunar 2: Eternal Blue
|
|
1999-2000
|
RPG
|
Fantasy
|
Sony Playstation
|
Translator management, localization
reprogramming, text engine, translation, asset
recovery.
|
My most notable accomplishments while at Working
Designs were:
- Creation of an automated system to match mouth
movements of animated characters to pre-recorded audio
data for Magic Knight Rayearth, saving the
company thousands of dollars in manpower to
resynchronize animation!
- Built a system to automate extraction, translation
and replacement of Japanese source code comments to
English Fujitsu's ATLAS translation software, saving
the company tens of thousands of dollars of translation
costs!
- Programmed the "Cat’s Eye" generic art extraction
program (a Windows program written in Borland C++
Builder) to graphically browse undocumented binary data
files and extract art data when the source data is not
available. This reusable tool can operate on almost any
uncompressed graphics format.
- Salvaging Magic Knight Rayearth's lost video files
by creating tools to insert frames and replace Japanese
audio in compressed Cinepak data files without
decompressing the data.
- Design and programming of two "bonus games" for
Lunar: The Silver Star Story and Lunar:
Eternal Blue completely on my own. These are
multi-player (up to 8 people!), competitive, arcade
games in a retro-style running in the Playstation's
high-resolution mode at 60 fps.
- Writing a complete map editor for Magic Knight
Rayearth so that I could restructure the game maps to
deliver a better frame rate.
- The E3 version of Vanguard Bandits was localized in
a mere six days in time for the show, despite missing a
crucial compression utility and most of the actual art
and text assets. I reverse engineered the compression
utility and created a new, compatible utility from
scratch.
As Working Designs is a very small company, I had to
wear many hats. Here are some of the non-programming
tasks I performed at Working Designs.
- Managed outside contract translators from around
the country, scheduling and billing work for for Lunar
1, Vanguard Bandits, and Lunar 2.
- Translation from Japanese to English of smaller
game assets, as well as a performing a partial
localization of Fujitsu's ATLAS machine translation
software that normally only runs in Japanese.
- Art modifications to replace Japanese text embedded
in game graphics and creation of art assets such as
fonts and icons using Photoshop and Paint Shop Pro.
Although I'm not much of an artist, I am an expert in
using Photoshop.
- Edited English-language audio assets using Sound
Forge and Cool Edit. I also created all of the sound
effects for the "bonus games".
- Created art and 3d model assets for "bonus games"
using Photoshop and Lightwave.
- Wrote design documents for Lunar "bonus games" as
well as several proposed original games.
- Trained a new programmer to take over my duties.
I am very proud of the work I accomplished while at
Working Designs. Ultimately, I left that position
because I was very lonely living in such a remote
location, and I have a desire to do work that is more
creative and challenging than merely converting
Japanese programs to run in English.
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