Pravin Wagh (interview): Difference between revisions

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{{Interview
|image=
|name=Pravin Wagh
|status=Released
|interviewer=Billscat-socks
|subject=Garfield: Caught in the Act
|date=2015
}}
'''Pravin Wagh''' is a video game programmer who has worked for Sega and other studios on titles such as Garfield: Caught in the Act for the Sega Genesis and Spawn for the Xbox.
==Interview==
'''First, can you give a brief history about how you got into the game industry? How did you end up at Sega, and what was your time there like?'''
'''First, can you give a brief history about how you got into the game industry? How did you end up at Sega, and what was your time there like?'''


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Disney's Aladdin had come out for multiple game systems and it set a very high standard for game animation. It was a clone of Virgin's earlier game, "Mick and Mac Global Gladiators" but their success at bringing the Disney animation over had created quite a stir. The search for other licensed characters made Garfield a really valuable property, especially in the 90s when Garfield was such a popular comic. Steven was the lead programmer on the Garfield project. I came back from a long Christmas trip abroad and found out that the Garfield project had been completely rebooted. Mike Fernie, was the new lead, and I was his #2. Ala Diaz was our #3. We took the project all the way to completion.
Disney's Aladdin had come out for multiple game systems and it set a very high standard for game animation. It was a clone of Virgin's earlier game, "Mick and Mac Global Gladiators" but their success at bringing the Disney animation over had created quite a stir. The search for other licensed characters made Garfield a really valuable property, especially in the 90s when Garfield was such a popular comic. Steven was the lead programmer on the Garfield project. I came back from a long Christmas trip abroad and found out that the Garfield project had been completely rebooted. Mike Fernie, was the new lead, and I was his #2. Ala Diaz was our #3. We took the project all the way to completion.


We finished most of the game and just sat on it for a few weeks. I went on a lengthy vacation in May of 1995 and came back with a fresh outlook and fresh set of eyes on the game and was able to better appreciate the animations. When you work on a game, you spend a LOT of time getting accustomed to everything in it and it doesn't look so special any more.
'''That's very interesting about Steve Lashower since his effort isn't mentioned in any credits, I guess since he had nothing to do with the eventual product. But I am familiar with his name since it also appears in a Star Wars 32X game which has a staff consisting of several from Garfield as well.'''


'''Besides yourself, programming was handled by a few other individuals with Michael Fernie as head programmer. What was your role in the grand scheme of
It's possible that Steve was not listed on the credits because his work was not used, or he might have requested not to be listed. In my career, I have seen a few people ask not to be listed on credits now and then. This is unusual because people are usually looking for any way to get included, even if it's the 'special thanks' section.
the game's programming?'''
 
 
'''Besides yourself, programming was handled by a few other individuals with Michael Fernie as head programmer. What was your role in the grand scheme of'''
'''the game's programming?'''


Sega Interactive (our division) had a game engine with various components, so a lot of programmers had a part in making almost any game that we released. Mike would have a better idea of how much of the Garfield code was kept vs. how much we might have scrapped and started fresh with. I was already good friends with most of the artists and I worked with them to help meet their animation goals. This also tied in with the AI and gameplay elements that I worked on. All the Garfield animations came straight from PAWS, but our team worked on everything else. The Genesis was getting to the end of its life, and we had some engine programmers who had mastered a lot of things about it. Kevin Burley was a programmer who worked on some lighting and particle effects and special features, like a game element that involved rotational movement (Egypt level). I took his particle system and found ways to put it to use in multiple levels to create some ambient elements such as floating leaves falling in the jungle environment. I believe Kevin did the PC port some years later, and this would have been easy for him since he had already worked on such low level engine components.
Sega Interactive (our division) had a game engine with various components, so a lot of programmers had a part in making almost any game that we released. Mike would have a better idea of how much of the Garfield code was kept vs. how much we might have scrapped and started fresh with. I was already good friends with most of the artists and I worked with them to help meet their animation goals. This also tied in with the AI and gameplay elements that I worked on. All the Garfield animations came straight from PAWS, but our team worked on everything else. The Genesis was getting to the end of its life, and we had some engine programmers who had mastered a lot of things about it. Kevin Burley was a programmer who worked on some lighting and particle effects and special features, like a game element that involved rotational movement (Egypt level). I took his particle system and found ways to put it to use in multiple levels to create some ambient elements such as floating leaves falling in the jungle environment. I believe Kevin did the PC port some years later, and this would have been easy for him since he had already worked on such low level engine components.
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At some point in the life of a console, you get to know so much about it that you can come up with techniques that can squeeze out some really special effects and game features. I already mentioned how we had done particle effects. The whole game was written in assembly language, and many of us were transitioning to C and C++ as we made supporting tools. The 32X was starting to become a product around the same time we were completing Garfield (Steven worked on a launch title for it), and the Saturn was coming out soon as well.
At some point in the life of a console, you get to know so much about it that you can come up with techniques that can squeeze out some really special effects and game features. I already mentioned how we had done particle effects. The whole game was written in assembly language, and many of us were transitioning to C and C++ as we made supporting tools. The 32X was starting to become a product around the same time we were completing Garfield (Steven worked on a launch title for it), and the Saturn was coming out soon as well.
The Garfield project gave us a pretty good platformer-capable game engine at the end. If we had that engine to start out with, as Virgin did when they made Aladdin, it's quite possible we'd have finished Garfield sooner and had more time to tweak and tune it. The game could have been more about Garfield rather than us trying to find ways to salvage a project that had already lost several months of its intended schedule.




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And then you have to throw in that the particular Sega Interaction division was eventually shut down and we may have lost code, graphics, audio, etc. in the process and are relying on any of the team still having some things around on their personal systems.
And then you have to throw in that the particular Sega Interaction division was eventually shut down and we may have lost code, graphics, audio, etc. in the process and are relying on any of the team still having some things around on their personal systems.
'''Regarding the 32X, Garfield was also touted as also being a 32X release at some point. Do you recall if it was ever really planned, or was it false info on the part of magazines? I think at that stage of development magazines were touting it as Garfield: Lost in TV Land or simply Garfield in TV Land or something to that effect.'''
The 32X was a system that essentially provided overlays to the graphics that your Genesis was already putting out. I don't think there was a 32X version of the game, however our studio was pretty far ahead in 32X development, enough to take on a Star Wars title. A 32X Garfield might just have been wishful thinking.
[[Category:Garfield: Caught in the Act interviews]]