Matt Surman's Projects and Life
Emambu talks with Matt Surman
Interviewer Emambu inquires about Matt Surman's upcoming Tantive IV level for Jedi Outcast, his past work for Mysteries of the Sith, his involvement in the JK community, as well as his thoughts on his job as a rookie police officer.
Emambu
Let's start out with the general information. Tell us a bit about who you are, and what got you first
interested in the SW universe and editing in general.
Matt Surman
I'm actually a 21 year old rookie Police officer, I've been out of the Police Academy for almost 2
months now (which is why I don't have as much time for editing anymore). I first got interested in Star Wars about the time the original trilogy
were re-released as the special edition, I'd also just got Dark Forces, as a friend recommended it. After seeing the movies again and playing
through DF I was hooked and ended up buying just about every SW game that was out at the time. I first got into editing with Duke Nukem 3d, the
editor came with the game and I fiddled round with it and muddled my way through building a box with a door and a pigcop cop in it. Eventually I
managed to make bigger and better boxes and found I really enjoyed building my own stuff, so when I found out about the dark forces editor, I
progressed into making boxes with a star wars theme. The thing I like most about editing is that I can take something I imagine and make it 'real'
so to speak, as a kid I was always using my imagination to pretend I was in a space ship or army base.....I guess this is just an extension of that,
now I can imagine it, build it and share it with others.
Emambu
How did you first come across the DF/JK community? What prompted you to stay?
Matt Surman
When I first had DF and its editors I didn't have access to the 'net. I used to go to my dad’s work
(which had internet) about once a month and spend a few hours there downloading stuff onto disk. I came across some great DF sites and downloaded
all the levels I could. I guess I ended up staying because there was just so much out there for DF; I used to have heaps of DF levels stored on my
HD, and at the time a lot of them were quite good, plus it was Star Wars.
Emambu
"Rebel Agent" was your first endeavor into editing world of MotS, but have you had any previous experience
editing before that?
Matt Surman
I'd been editing MotS for quite a while before I started Rebel Agent. It took me a while to progress
from boxy levels and fully master the use of JED. Then I mucked about with a few different ideas, never finishing anything and starting new projects
whenever I got bored. My first major project before Rebel Agent was my version of the Death Star. I think that architecturally it was much better
than Rebel Agent but it got canned as I couldn't recreate it the way I wanted with JK/MotS.
Emambu
Tell us a bit about your released level. What was your inspiration for creating it? Out of countless
possible ideas, why pick this one?
Matt Surman
There were a couple of reasons, first I'd read the DF books and the expanded back story really
interested me. Originally I thought about a two level series, with the first level based in the city outside the base, but scrapped that. I always
liked the original DF levels; I still play DF occasionally now, and the first level was a particular favourite. It was supposed to be a secret
research base, but it didn't quite fit with what I imagined (but considering the limitations of the DF engine it was damn good) so I thought I'd use
the JK/MotS engine to enhance it and make it how I imagined.
Emambu
While most of the scenes are original, there's also a bit that's tailored back to Level 1 of Dark Forces
(Danuta). Any thoughts as to why? Are you paying homage to an extent?
Matt Surman
I wanted to make the level different, but still recognizable as the secret base on Danuta, so to that
extent I tried to keep it the same, just adding some new bits. I also put in a few bits that hint at what’s to come later during DF. So I guess the
answer would be yes, I am paying homage to the original Secret base.
Emambu
With tons of areas that are placed simply for exploring purposes (i.e. not critical for completion of the
mission) did you sketch out an overall design first, or did you build as you went along?
Matt Surman
Usually I do a bit of both. I've always been told I have a very visual imagination; a lot of it I just
think about and build it, but if I have trouble thinking how a certain part should fit together or appear, I usually sketch it out from different
perspectives. Initially I had an idea of what I wanted to add: medical bays, science labs and so forth. Then I started to design specific rooms on
paper.
Emambu
What were your personal goals when you created "Rebel Agent?" Do you think you've met them?
Matt Surman
Realism was really my number one goal. I wanted it to feel like a proper base, thus the inclusion of
the extra stuff. And I wanted a level that was not boxy or boring in its design or architecture. I really wanted to add more, but the limitations of
JK thwarted that. So although I was really pleased how it turned out, I was disappointed I couldn't add more. Overall I think I achieved what I set
out to.
Emambu
What was the easiest part in creating this level? What was the hardest?
Matt Surman
The easiest part was making the areas from DF as I had something to work off and basically copy; it was
harder to add new areas keeping to the style of DF and making them interesting, and doing all that and preventing clipping in the open areas. The
hardest bit I found was getting everything to work, particularly the mission goals, as when it came to cogging I was really out of my depth. And it
was more by luck than skill and a lot of help from the JK community that I managed to do some cogging and get it to work.
Emambu
Switching gears a bit, you're currently in production of another level, this time for the Jedi Outcast
system. Can you tell us a little bit about why you decided to move on to a new engine?
Matt Surman
Simple, Realism. I can build more architecturally complex levels and do a lot of stuff that I couldn't
because of limitations with JK/Mots, added to that just the fact that the Q3 engine is so much superior in everything when compared to JK (In my
opinion, anyway).
Emambu
Your level takes place onboard the Tantive IV, so will this take place during the events of ANH? Is there
anything about the plot, or the cast of characters, you'd like to reveal?
Matt Surman
Sure. The player will take on the role of a stormtrooper during the boarding of the corvette in ANH,
and there'll be a couple of troops that follow you around and help you out. The plot will involve the player 'capturing' the ship along and
performing tasks such as getting to the comms center before the rebels can send a distress message and locating and downloading the computer system
in the search for the stolen plans. The player may also have to escort Captain Antilles to Lord Vader; haven't decided about that bit yet.
Emambu
Concerning construction, will the layout be similar to "Rebel Agent?" In other words will the corvette be
fully working and complete with nonessential areas like the imperial base in your last level was?
Matt Surman
Yes. I plan on building the Corvette in full, inside the hangar, complete with living quarters and
everything. At the moment I'm going off the Tantive IV cut out in the incredible cross sections book, and also using the interior design of the
Radiant V from TPM incredible cross sections. Other parts I'm making from scratch to fit in with existing stuff.
Emambu
Do have any kind of enhancements planned, either flashy or functional - or both? Any new sounds, skins,
scripted events, etc?
Matt Surman
So far I have many new textures, thanks mainly to BSR, and I've been working on a couple of new rebel
skins to add some variety to the characters in the level. I'd like to add some new scripted events but for the moment I haven't even looked at the
scripting system. Once I've done the architecture that I'll 'try' to learn how to script. Adding the rebel DH-17 blaster would be good, but I really
don't have the skills to make and implement it at the moment.
Emambu
What kind of atmosphere are you going to create? What kind of mood do you want to put the player in?
Matt Surman
I want parts of the level to be fast paced action/combat like in the opening scenes of ANH, but other
parts I'm aiming for a more subdued atmosphere. Certain parts of the ship will be better defended and some empty, so I want to keep the player on
his/her toes throughout the level.....you never know where those sneaky rebels will be hiding. Overall I want the player to feel that there is a
sense of urgency to completing the objectives, before the rebels can send a distress call or delete the computer system.......I wonder if its
possible to add time limits to the objectives?
Emambu
When you finish with this one, are you going to plan any more future projects?
Matt Surman
Yes, at some point I'd like to finish off my Death Star project for JO and perhaps mess around with a
few other ideas.
Emambu
Do you want to speculate on a possible release date, or is it too soon for that?
Matt Surman
Way to soon for that! Unfortunately with my job and the amount of time it takes up I have no idea if
I'll even be able to finish this level. Fingers crossed that eventually it'll get done.
Emambu
Now that you've delved into the MotS and JO engines, which do you think you prefer? What are your feelings
on the strengths and weaknesses of each? Anything that's easy to accomplish with JO that you couldn't really do with MotS? And vice versa as well?
Matt Surman
I prefer JO's engine, for the reasons I stated earlier. You can build more complex stuff with it. I
think overall that JO is much better, but from what I've seen it’s much harder to create great SP levels. Whereas with JK, editors accomplished a
lot through cogging, it seems that the JO scripting system is limited somewhat (I may be wrong there...), and I don't think the community will see
as much variety in SP JO levels as with JK.
Emambu
Do you see yourself ever returning to finish some of your uncompleted works such as your Death Star level?
Matt Surman
Not the JK versions, if I do it'll be for JO. Death Star I would really like to finish one day.
Emambu
A bit off topic but I have to ask: How does it feel to be a cop? Anything that you really enjoy? Anything
about the job surprise you, things you weren't expecting when you first decided to join?
Matt Surman
I really enjoy all of it. Some of it’s not what I expected (like the attitudes of other cops, racism
and sexism are definitely still alive in the police service)...trust me it’s nothing like TV, a lot of it is paperwork. But I look forward to going
to work every day. The hardest thing is getting used to carrying a gun, it just feels so alien (to me anyway) to carry a firearm. And it’s pretty
scary when you realize you've got the power to end someone’s life or injure them, though fingers crossed it never has to leave its holster.
Emambu
Any last thoughts, comments, reflections, or observations that you'd like to make?
Matt Surman
I guess one thing I'd like to comment on is the quality of JO levels, both released and in development.
There’s some amazing stuff being built out there and a lot of very talented people making levels. It’s just a pity there’s not more SP stuff in
development. (As a gamer I prefer the SP experience over MP).
Emambu
Well, that's the end of the interview. Thanks a lot for your time, and best of luck on your upcoming level.
Matt Surman
Thanks, hopefully it will get finished and released, and not too far in the future!
Emambu
You can check out the progress of Matt Surman's JO level, and other sp levels, on our Showcase Forum board.