On Monday we talked with classic game designers Ron Gilbert and Gary Winnick (Maniac Mansion, Monkey Island) about their new title ‘Thimbleweed Park’. If you missed that interview, check it out here!

One of the biggest appeals of a title like ‘Thimbleweed Park’ is not just the retro feel of the game design but also the classic artwork. I grew up on games like Maniac Mansion, Loom and the Monkey Island titles, so I was pretty excited to learn that original background artist Mark Ferrari was returning to work with Ron and Gary on ‘Thimbleweed Park’. His work, whether I remember it from a classic game or it’s one of these pieces from ‘Thimbleweed Park’, immediately transports me back to sitting in front of my 286 as a kid and trying to solve endless puzzles. Obviously, it was a pleasure to talk to him a bit about not only the old days but his new work with Ron and Gary.

Below is our conversation. If you want to learn more about ‘Thimbleweed Park’, definitely check out their developer blog, where you can also support and preorder the game!

How did you get involved in Thimbleweed Park? What drew you to the project?

I worked with Ron Gilbert and Gary Winnick years ago at Lucasfilm Games back in the Loom/Monkey Island days, and had the time of my life there. Games were FUN to work on and to play back then in ways that I have not seen SO much since ‘computer gaming’ was reduced to dashing through some 3-D hallway shooting, punching, kicking and blowing up whatever one encounters. The games we made back in the late 80’s involved quirky storyline and character. They incorporated generous amounts of humor, discovery, puzzle solving, and creative storytelling. I have often mourned the general passing of that kind of game.

When a friend called my attention to Ron and Gary’s Kickstarter project, I took one look at their hilarious site video and was instantly transported to 1987 all over again. I became a backer immediately. When Gary Winnick found my name (somehow) on the list of their thousand-or-so backers, he called and asked ‘if that was really me.’ :] We had not been in contact for some time. After catching up a bit, I made it clear to Gary that I’d kill to do some old-school pixel art for their commendable venture, (Not a person, of course. I don’t kill persons as a matter of policy—even for a chance like this. But a squirrel maybe… or a small invertebrate, certainly). Happily, they fell for it.

Have you worked in 256 color art recently or is it something you’d left behind? What do you see as its appeal in 2015, for you at least?

I have not done much serious 8-bit art for quite a few years. I did some nice 256 color cycling backgrounds for the last GBA Spyro game, (‘Spyro: Eternal Night,’ I think) back in 2008 or 2009—just as the platform vanished, sadly. But the very tools we used to create that old work no longer really exist. The industry standard tool for 2-D art in the late 80’s was Deluxe Paint 2 by EA (D-Paint). I’ve still got a copy—that won’t run on any of my current operating systems. The closest viable 8-bit tool out there now that I’m aware of is Pro Motion by Cosmigo, which does some things better, and some rather important things, (important to me at least: stencil and color cycling management) worse than D-Paint did. Largely, I had left 256 color art behind along with everyone else—until recently.

In the past few years, however, there’s been a pretty astonishing resurgence of interest in ‘old school’ 8-bit art—and gaming—as anyone who’s been paying attention will likely have noticed. I think kids who grew up playing the games we made in those days may be running the business now. Perhaps the novelty of twitching through airless, poly-scapes just shooting everything has finally begun to wear thin. Maybe they miss seeing digital art in their games that wasn’t all drawn by the same ubiquitous set of algorithms. Maybe they find themselves wishing for game ‘art’ that conveyed a wider array of color, atmosphere and personal artistic style—even if you could see the giant pixels, and couldn’t move through it in much more than two directions. Remember when you could look at a computer game and tell which company published it—or even which industry artist had drawn it? … Well, no. You probably don’t. But perhaps today’s nostalgic 40-something digital gamers just crave a little less ‘machined slick’ and a little more ‘grit and texture’ again. It happens to musicians all the time, doesn’t it? A young, green band breaks out with a gritty album that grabs an audience viscerally. Then they’re grabbed in turn by corporate handlers who groom and polish all their texture into smooth compliance with ‘top industry standards’… And that audience finds themselves wishing for something with that old, crude but very living je-ne-sais-quoi that ‘big time success’ seems to suck out of everything. Maybe that’s happening to games now.

Whatever it is, I have been wishing aloud—and publicly—for years now that someone would do just what Ron and Gary are doing, and I’m thrilled to be a part of it.

What are the challenges in working in that style? Do you start with a bigger, more detailed idea and scale back to the more digitized look or do you work up from it?

The biggest challenges—for me at least—have been finding ways to DO that style using current 2-D art tools, and getting my head back into the ‘pixel by pixel’ mindset that 32-bit tools have so effectively overwritten in my head over the years. One thing I’ve already re-discovered is that the pixels themselves ‘art-direct’ much of the content. There is a very definite threshold of content detail and complexity that just can’t be exceeded at this resolution. Drawing an egg ‘D-Paint style’ is a very different activity from drawing an egg at 300 dpi in Photoshop. I draw a scene now the way the pixels will let me do it. And it often takes some time to figure out just where that threshold is in any given scene. I am already starting to anticipate it again, however.

At this point, of course, the ‘big, detailed ideas’ are mostly coming from Ron and Gary. I’m just one of the piano players. :]

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How much room do you have on this project to add your own style and flourishes?

Well, beyond the constraints mentioned above, there is the fact that Ron and Gary are very definitely going for a style in homage of the specific look and feel of ‘golden age’ 8-bit computer games here. Much that we could do—even at this resolution—in terms of rendering and lighting effects, for instance, may be restrained, or omitted all together, in order to capture and preserve the ‘retro’ look and experience of the game. There was a very definite ‘line and flat color’ style to those old games that made them stylistically unique. That said, they have certainly been interested in and responsive to ‘style’ possibilities I have brought to the table so far during the ‘story-board’ phase of this project. They still seem very much in the exploratory part of this endeavor—still figuring out exactly what they want the game to look like, and how best to achieve that. So we all wait to see where the dart lands.

What pieces in your gaming work are you most proud of? What are your biggest challenges in creating them?

If by ‘my gaming work’ you mean over the past thirty years, there is a fairly well known collection of color-cycling fantasy landscapes I did for a small selection of now-defunct clients back in the late 80’s and early 90’s that I still regard as the pinnacle of my 8-bit achievement. A last flowering before the fall of Rome, so to speak. You can find a link to lots of those here:

http://markferrari.com/art/8bit-game-art/

on the 8-bit game art page of my website: www.markferrari.com

The biggest challenges to doing such work now are the absence of D-Paint, and the fact that each of these scenes took weeks of obsessive work to finish—with a younger man’s energy and mental agility. Will I do more? Can I now? … Perhaps we shall see… :]

How about on Thimbleweed Park specifically, are there any big screens or set pieces you’re looking forward to tackling?

I know this will sound wincingly rah-rah, but honestly, pretty much all of them. I have enjoyed almost every wireframe mock-up I’ve been asked to do so far more than the one before. Ron and Gary have done their usual great job of coming up with an absurdly interesting and humorous little town (Thimbleweed), brimming with quirk and unexpected juxtaposition that’s at least as much fun to conceptualize and draw as I’m sure it will be for players to explore. Not sure how many ‘specifics’ about any of this I’m supposed to get into publicly yet. But so far this experience is all the best of what I recall from working on games like Secret of Monkey Island. We laughed a LOT in those days. And then went back to making it all look really cool. What’s not to like?

How would you describe the visual style for Thimbleweed Park? What have you added to it over the process of putting it together?

To the extent that Thimbleweed’s visual style has actually been determined yet, I think I’ve probably answered that already. As for what I’ve added so far… Just another measure of genius, of course. 😉 And perhaps another helping of laughter.

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Longtime Geekscapists know that video game designers Ron Gilbert and Gary Winnick have played a pretty big role in my life. They both designed the ‘Point & Click’ Adventure classic Maniac Mansion for LucasArts during the late 80s and Ron went on to work on the first two (aka “the best two”) Monkey Island titles. I spent countless hours playing through these games as a kid, and again as an adult, and so it was my pleasure to spend some time this past weekend talking with both Ron and Gary about their new “retro” Point & Click Adventure game Thimbleweed Park.

Thimbleweed Park is currently in development and you can follow along with the whole team on their blog (which includes podcasts, developer updates and more) and also donate to the ongoing creation of the game! There are still plenty of awesome perks left to get in on!

And as the team announced today on their blog, classic LucasArts artist Mark Ferrari (Monkey Island, Loom) has joined the team on Thimbleweed Park. To read our conversation with Mark, just head right over here! But first… let’s have Ron and Gary introduce you to Thimbleweed Park:

What is Thimbleweed Park?

Ron: Thimbleweed Park is a Kickstarted 2D point-and-click adventure game that harkens back to the heyday of Lucasfilm Games and the classic adventures. When Gary and I created Maniac Mansion, back in 1987, we didn’t really know what we were doing. We were just making stuff up, hoping it all worked and we didn’t get fired.We’ve learned a lot in the last 25 years and Thimbleweed Park is about bringing back the charm of those old games, but also the experience of years of adventure game design.

How is it like a traditional point & click adventure game and how is it unique? Which aspects will be familiar and in which ways are you using this opportunity to further the genre?

Ron: Thimbleweed Park isn’t about furthering, or reinventing, or modernizing the genre. It’s all about a nostalgic trip back in time to play a classic adventure game for the very first time. A lot of people love the old Lucasfilm games, they still play them and enjoy them, but none of it is new. Thimbleweed Park will be like opening a dusty old drawer in a long forgotten desk and finding a classic adventure you’ve never played before. That said, we have learned a lot about adventure game design over the years, and a lot of that knowledge will be used, but it all very subtle, yet amazingly important stuff.

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What platforms do you see the game releasing on? What are the challenges for designing to multiple platforms at once (if you are) and how do today’s platforms challenge you and reward you as a storyteller?

Ron: I view platforms as very immaterial. Do I watch a movie Blu-ray or do I watch it online? It really doesn’t matter to the person making the movie. What matters is that as many people as possible can play the game. We do need to watch out for UI issues, like touch vs. mouse vs. controller. All of these bring small challenges, but they don’t fundamentally change the game or the story. I view them as primarily “technical” challenges, not “creative” challenges. Our goal is to make Thimbleweed Park playable on as many platforms as we can by as many people as we can.

Regarding The Cave, what portions of that project were you happy with and which ones do you wish had been more successful? What do you think were some of the strengths or drawbacks of that project? Most importantly, what did you learn from it and are those ideas something that you are taking into Thimbleweed Park?

Ron: The Cave was an odd project. I am very happy with it. It’s a great game that I’m very proud of. There are two things I wish I could go back and change. I really didn’t expect players to finish the game and then immediately start a new game with 3 different characters. I figured they take a break, then come back to it a few weeks later, but because players jumped right back into it, it got a little repetitive. I don’t know how I’d fix that, given the realistic constraints of budget and schedule. The second issue was the jumping. I would have made it a lot more forgiving. Jumping was how you moved around the world, but it wasn’t a game play mechanic, so it should have been dead simple.

Looking back at the LucasArts, Maniac Mansion and Monkey Island years, what is your favorite memory and also your biggest surprise? Why do you think that era in gaming is regarded as romantically as it is today (or maybe that’s just me, in my office, playing with my Guybrush doll while rewatching episodes of the Maniac Mansion TV show…)

Ron: First of all, I’m really sorry if you’re actually watching the Maniac Mansion TV show. 🙂 I have no idea why those games are so highly regarded. It is a little mind boggling to me. When Maniac Mansion and Monkey Island came out, they didn’t do that well. They were far from hits. They were just games that got good but not great reviews. I left Lucasfilm right after Monkey Island 2, and people often wonder how I could walk away from a huge hit franchise like that, and the answer is, it wasn’t a huge hit franchise. It wasn’t until around 2003 that I started to realize the huge following the Monkey Island game had slowly built over the years. It was not overnight. I do think those old games will fill with a charm and innocence.

Let’s talk about the visual look of Thimbleweed Park? How would you describe it? How much of it has come from your first inspiration for the game and how has it changed through collaboration or implementation of the mechanics? How have those things informed each other? Are you far from the original inspiration?

Gary: Ron and I envisioned the game looking very much like the Commodore 64 version of Maniac Mansion. Very blocky graphics and bright colors. You can see much of that art in the original Kickstarter, but as the game got into pre-production, we’ve evolved the look a lot. It’s getting a little closer to Monkey Island and a deeper pallette, but we still want to keep it simple, iconic and pixely. It needs to tread a fine line between feeling like a old classic game, but not feeling hampered and limited by the old technology. It’s a fun problem to solve.

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You’re working with original Monkey Island and Loom background artist Mark Ferrari on Thimbleweed Park. Have you collaborated since? Is he working in the same capacity this time around as background artist and how has his work grown over the years? Are you pushing his style from what he’s done in the past and is his style pushing your designs creatively in other directions?

Ron: Yeah, we just announced that. It’s the first time we’ve worked together since our days at Lucasfilm Games. Mark is a hyper-talented artist and it’s amazing to be working with him again. I always love working with people that are running 20 feet in front of me and Mark is one of those people. When Gary and I started talking to Mark about working on Thimbleweed Park, Mark did a quick test image and sent it to us. We opened it in and said “Holy crap!”. It was just stunning. Seeing that image made Gary and I take a step back and relook at the art style. That’s the kind of artist Mark is. I remember looking at the first Monkey Island screens he did and saying the same thing: “Holy crap!”.

Gary: I first met Mark at, of all things, a science fiction and fantasy convention being held at the San Jose Red Lion Inn. Everyone was talking about some guy in the art show who drew amazing stuff in colored pencils… I took a look at Mark’s work and was amazed, they practically looked like oil paintings done in prismacolor pencil. Being the art director of Lucasfilm Games at the time had its perks and I was immediately introduced to Mark. My memory’s a bit fuzzy, but I don’t think Mark really had any computer experience at the time. In those days I invited candidates out to Skywalker Ranch for lunch and an art test working on an IBM PC in Dpaint. To say Mark was a natural at computer graphics would be an understatement, he was constantly breaking new ground, first on Loom and then on Monkey Island.

The Thimbleweed Park blog – you guys are working to be as transparent and inclusive during this creation process as possible. What motivated you to want to give your fans that kind of access this time around? How do you see the resulting dialogue influencing the final work?

Ron: Sharing everything we’re doing on the Thimbleweed Park website (http://thimbleweedpark.com) has been a lot of fun, but it’s always fun while things are going great. As all projects do, it will go to hell at some point. We’ll see if it’s still fun then. A lot of the reason for sharing everything is because people backed this project and they desire to know how things are going. When you do crowdfunding, you’re taking on a responsibility to keep people informed. If we had a traditional publisher, we’d have to keep them informed as well. It would probably be work work then the time we spend on 2 or 3 blog posts a week and a podcast. It will get more interesting as the project continues. A lot changes over time and hopefully people who backed and read the blog will understand that. We cut and change all the time. Monkey island went through a lot of changes as it was being made, the difference is that you only saw the final version, in Thimbleweed Park, backers are getting to see all the versions. It’s never a pretty process, but it can be fun. We’re still taking pledges from backers, so it’s not too late to get in on the fun, get a copy of the game and other rewards. Come join us!

Remember! We’ve got our conversation with Mark Ferrari coming up on Wednesday and you can still donate to Thimbleweed Park here!

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