INTERVIEWS
07/9/00 - Electronic Gaming Monthly magazine by Mark Saltzman
07/19/00 - BLUEVINYL.com by Jess Latham
08/31/00 - Tokion Magazine by Mandana Towhidy
7/9/00 - Electronic Gaming Monthly magazine by Mark Saltzman
1. Please tell me your full name, position and how long you've been in "da biz".
Rodney Alan Greenblat - Creative Director - Center For Advanced Whimsy - established 1995
2. How did YOU break into the industry?
In 1990 I started creating some experimental interactive "activities" using Macromedia Director. These were later published on CD-ROM: "Rodney's Wonder Window". From '92 - '94 I created two more CD-ROMs "Rodney's Funscreen and "Dazzeloids". These didn't make money, but it was great experience, and fun too. Then (twist of fate) I met an agent from Tokyo who hired me to do some advertising illustration work in Japan. This went well, and after a couple years of courting companies and doing illustration, I was hired by a licensing division of Sony in Japan. The cartoon characters I designed for them were licensed to Sony Computer for use in Playstation games. The first game was "Parappa the Rapper" and sold over 2 million copies world wide.
3. In your opinion, is it any easier or harder now (to break into the industry)?
Both. Easier, because the Internet is such a great place to experiment with interactivity, and show your work. In the early 90s, CD-ROMs were the medium of choice for these kinds of experiments, but the distribution was terrible. Harder, because the tools for making content for popular set top players is extremely expensive and difficult. It is as if record companies also owned all the recording equipment in the world, and made it extremely expensive and difficult to use. There would be a lot less music.
4. What is the first thing a budding artist should do to get a job at a development studio? What do YOU look for if/when you're hiring someone?
It would depend what part of the production you would like to be in.
1. If you want to program for popular set top players, you better kick ass at math and learn C++. 2. If you want to build interfaces and interactivity, you better kick ass with Director or/and Flash. You can build perfectly viable games with these.
3. If you are into 3D design and animation you better come up with a kick ass reel of models and interesting motion. Use the highest end software you can get your hands on.
4. If you want to be the director or creator of games, you better learn a little about all of the above, but mostly get out the paper and pencil and draw. Make kick ass storyboards and character designs. Write proposals that anyone can understand. Then learn what LICENSING is all about.
5. What are some of the personal or professional attributes one must have to be a successful game artist?
1. Must be able to compromise.
2. Must be able to work with lots of people.
6. Please discuss the different kinds of artists at a game company (e.g. 3D modeler, etc.)
See answer 4
7. What software TOOLS should a 2D and 3D artist learn?
See answer 4
8. Lastly, are there any do's and don'ts when trying to break into the industry? An example of a "do" is to go to school and study XXX, or a "don't" can be don't go to school and do XXX research on your own, etc.
No matter what area of game production you want to participate in, present prospective companies with the most professional looking work you can come up with. College and design schools are good places, because the instructors and other students can help you get a professional edge. At the same time keep your eyes on the current market. What sells and what is good are usually two different things. They always forget this at college. Don't worry about the tools. If you can make something great with Windows95 and an old copy of Director, studio management might appreciate this. Being able to run effects filters on a high end system is not a good way to show your creativity. Don't expect to enter any company at the top, or even the middle of the corporate structure. Be prepared to empty wastepaper baskets and pick up the bosses kids at dance practice. Companies don't have any openings for a new George Lucas, but they desperately need html programmers. If you end up in the production pool, be prepared to kick ass at the most tedious, boring work imaginable. Pushing pixles, modeling, inbeweening the most mundane details that will end up unnoticed or cut completely. If you survive this, and do it with style, you will move up. Make friends with your work mates and suck up to the boss. Eventually you will get where you want to be.
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07/19/00 - BLUEVINYL.com by Jess Latham
At your website you offer Rodney Fun Stuff to anyone who sends you a plastic action figure or small toy. What do you do with all those toys? Do you get a lot of fans sending stuff in? I'm imagining this huge room filled with nothing but action figures!
Dear BLUEVINYL, There are really not so many as you might imagine, but my plan is to make a sculpture out of them. I have a large styrofoam sphere, about one meter in diameter, which I am planning on gluing all the action figures to. I will cut holes in it in various places, and suspended from the ceiling, with a light inside, I am hoping will create a very awesome sight. It will be an overcrowded planet of raging characters that will demonstrate the complexity and joy of popular culture.
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8/31/00 - interview for Tokion Magazine by Mandana Towhidy
1.Someone called you the "avant-garde painter/sculptor-turned-digital-media artist"...what would you call yourself?
I like to be just an artist. Whatever an artist is, that is what I am. I make art everyday. Sometimes for other people, sometimes for myself. Sometimes with computer, sometimes with paint or pencil. I can't stop myself.
2.What or how would you describe what you do...i mean, it can't be that simple in your own mind-an artist-can it?
Nothing is simple. Everything is complicated. Sometimes I work on nothing, sometimes I work on everything. Sometimes being an artist is nothing and other times it is everything. And so on.
FOLLOW-UP: Nothing or everything...examples?
"Nothing" would be when it is easy and natural - and fun. "Everything" would be when I feel all the pressure of my clients and society itself bearing down and waiting for me to come up with the most inspired idea. OR "Nothing" could be when I am empty and only the most contrived unoriginal idea comes to mind, but it is somehow funny. In that case "Everything" would be like being an accomplished master whose every brush stroke speaks the truth so perfectly and so naturally.
3.Background, education, etc...
Born in California in the 60's.
Started drawing at age 3.
Moved to Maryland in the 70's.
Art nerd in high school.
Left suburbs for School of Visual Arts in New York City.
Made many sculptures and paintings in the 80's and sold most of them.
Started playing with computers in 90's as the art scene died, and then became famous designing cute characters for Japan.
4. Favorite cartoon as a child? as an adult?
Child: Deputy Dog
Adult: Speed Racer
5. What was the first thing that came to your head when you were asked to do parappa?
Why are they asking me to do this?
FOLLOW UP - You mean why are they or why are they asking ME?
I guess I was very surprised. I had never heard anything about the project until I came to this big meeting. There were many talented professional people there. I was the only foreigner. They could easily produce the game themselves. So I wondered why they needed me.
6. You seem to describe everything you do as fun or happy or sunny...are you really that content or is the art therapeutic? (you did say that "the world is so full of trouble, we have to laugh in order to live.")
I probably said that. I am probably just as frustrated and angst ridden as the average 21st century person is. The difference is I keep drawing funny, happy, joyful things! No matter what I'm feeling. I can't stop it. HELP!
FOLLOW UP - HELP! Seriously? Is it a form of escape for you when you are down?
No. It is more like there are two Rodneys. Screwed up pessimistic worker, and sunny endlessly optimistic artist. We try to work together.
7. Current projects (i've seen the ones listed on your website...could you elaborate or update, please?)
My main occupation these days is creating fun and fanciful character worlds for Japan. The main projects are "Thunder Bunny" and "Parappa The Rapper". "Thunder Bunny" is a wonderfully cute giant cloud bunny I created for a children's book. There are many toys and product and now a new book I just finished which will come out this fall in Japan. "Parappa The Rapper" is a series of video games for Sony Playstation. It is a collaboration with Sony Computer Entertainment of Japan. I am the team member creating the character and world designs. I also work regularly with "Puffy" a top 10 pop group in Japan. I do the cover artwork for their singles, and general design work. On the side I create electronic music, work on my website, and do some illustration.
8. Why do you think your products sell so well in Japan, besides the obvious? any plans to see more stuff available in the U.S.?
There are many reasons why my work is so attractive to the Japanese market. The colors, the characters, the simplicity, the humor, are all possibilities. I think the real reason is the people I work with there. They trust me and help push my work through doors I never knew existed. If Sony chooses to push the next Parappa game big time in the US, you may be seeing a lot of my products.
FOLLOW UP - YEA!!!! I LOOK FOR THEM ON EBAY ALL THE TIME...I BOUGHT A BUNCH OF THINGS WHEN I WENT TO JAPAN A WHILE BACK...AND FOR MY BROTHER WHO LOVES YOUR STUFF... We are building an English version of rodneyfun.com, which we are hoping will accept credit card orders, and include world wide shipping. If it works it will be a great place to get Rodney goods.
9. What was your first big gig and how did you land it?
In the realm of the mass market, I'd have to say Parappa was the biggest break through. Parappa and Lammy have sold over 3 million copies world wide. At the time I was already working in Japan working with a small group at Sony designing cute characters for products. The Parappa team chose me based on my children's books and fine art creations. The fact that I was already inside Sony made it easier for me to fit in.
FOLLOW UP - Did they just call you up one day and say "HEY, WE'D LIKE TO MAKE YOU A BIG STAR?"
No. No one had any idea if Parappa would be a success. It was experimental.
10. The control chair piece...relects a vision of happiness transmitted from television cartoons-so, do you feel tv/video games are healthy for children?
No- I do not think TV and video game are good for children. Of course it is a fact they like those things anyway. Adults like smoking and drinking. It is not good.
FOLLOW UP - Really? Isn't is strange to do what you think might be bad for the kiddies?
Yes, but the way I rationalize it is that Parappa itself is not such a bad game. It is about music and humor, which are good things.
11. Why did Parappa end up being a little dog?
His personality was supposed to be loyal, naive, lovable, and a little foolish. It made sense to make him a dog.
12. What kind of fulfillment do you get from your children's books?
Doing children's book is really difficult! It is a big challenge. When you finish one it is like "Wow! I just climbed a mountain!" It is that kind of feeling.
FOLLOW UP - Will they think that is it dumb? Will they see right through it?
I hear you! All children's book authors might feel that way when they are writing.
13. Do you design your toys with children in mind or the kid at heart/inner child in all the "adults" that collect your stuff?
I try to design these things so I would like to buy them myself. If I really like it I figure other people will probably like it too.
14. Any feelings on consumer societies?
It so foolish! You don't need THINGS to be happy! Fall in love! Plant a garden! Help a friend! Stop buying things you don't need!
FOLLOW-UP - That consumerism is foolish or anti-consumerism is foolish?
Anti-consumerism is good, but don't worry - it doesn't stand a chance as a trend.
15. The fluffy clouds that resemble animals in thunder bunny...very charlie brown...right?
I was never really into "Peanuts", but much respect to Charles Shultz. The idea came from a big bunny my kids had as a pet.
FOLLOW UP -the fluffy clouds that resemble animals in CHARLIE BROWN USED TO ALWAYS LIE ON HIS BACK AND WATCH THE CLOUDS GO BY. WHILE EVERYONE ELSE WAS SEEING BUNNIES AND FLOWERS AND THINGS, CB WOULD SEE DEPRESSING THINGS OR F***ED UP IMAGES IN THE CLOUDS. YOU NEVER LIKED CB? HAPPINESS IS A WARM HUG? HAPPINESS IS A PUPPY? THE PARALLELS SEEM TO BE THERE. KIND OF NEAT, IF YOU ASK ME.
Poor Charley Brown.
16. Favorite bands/music? (like shonen knife?)
This week: Flaming Lips, Guided By Voices, Fountains of Wayne, Shonen Knife, Takako Minekawa, Yukari Fresh.
New discoveries: Grandaddy, Tiroleantape Chapter 4
17. Ever done a music video? would you like to?
Yes. In February I created a very low budget video for Shonen Knife for there song "Chinese Disco" from "Strawberry Sound". It involves cardboard puppets and digital effects. It is very funny. I want to do one for "Aqua" with a really big budget. I hope they call me.
18. Favorite music video?
Bjork - "Human Behavior"
19. Future projects you can talk about...
More Parappa and more Thunder Bunny. Maybe even a crazy show of past and future paintings and sculpture.
20. Will there be a Parappa 2?
It happened last year. It is called "Um Jammer Lammy"
FOLLOW UP -PARAPPA 2? YEAH, I TRIED TO DO LAMMY, BUT IT'S SO MUCH HARDER. I MEANT, WILL THERE BE ANOTHER PARAPPA GAME WITH HIM. BUT, I THINK YOU MENTIONED SOMETHING ABOUT THAT EARLIER.
I'm not supposed to talk about it. It will be a surprise - summer 2001.
21. Describe your workspace...
The air conditioning is blowing out of a giant metal dragon head.
FOLLOW UP -.THE AIR CONDITION IS BLOWING OUT OF A BIG GIANT DRAGON HEAD?
It's true.
22. Peanut butter and jelly or egg salad?
Peanut butter and jelly, with a few potato chips inside for extra crunch.
23. Finally...how does it feel to have an eatery that's all about you? "Cafe Rodney" is located in one of the best locations in Tokyo.
It is a great place, but a very challenging project. It is something my partner and I had been trying to get the corporate guys to do for a long time, but finally we decided to do it ourselves. It is a work in progress. Please visit. The bagels are really good.
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