F.E.A.R. 2 Developer Interview – GamesMaster Magazine Issue 209


We want your Job!
Pestering the jammiest jobsmiths in the business!

F.E.A.R. 2 is creeping up on us soon; we talk to Dave Matthews about how he keeps his bowels in check:

GM: So, Mr. Matthews, tell us what you do on F.E.A.R. 2

Dave: I am the Primary Art Lead on F.E.A.R. 2. Throughout the project, I have done many things ranging from UI, to AI Design, Scheduling, Combat design, FX and many other things, ultimately I am responsible for the delivery of Art in F.E.A.R. 2.I think our art team is pretty badass, and I think it shows in F.E.A.R. 2.

GM: Is there such a thing as a typical day when doing all these jobs?

Dave: I spend a lot of time keeping everyone moving forward, this means working with other departments like design, or engineering, marketing, Who ever might need art assets. I try to break down the walls so that we can do our jobs better. Ultimately I do whatever is best for the team, which means each day can brings new things to tackle.

GM: What influences help make you make F.E.A.R. 2 such a supernatural Pandora’s box?

Dave: In F.E.A.R. 2 we started looking to other influences, so you’ll start to see hints of ideas that came from the Russian films like Daywatch and Nightwatch, or some of the newer psychological/horror films out of the US. We really look for moments in films that create an emotional trigger, and then we try to recreate scenarios that will elicit that same trigger.

GM: What improvements can the gaming public expect from other F.E.A.R. titles?

Dave: The horror is still very much a focal point of the game, and much like combat, we have added variety to that facet of the experience. You have to remember that great scary moments require pacing and build up, without that all those tricks in the bag, the scares will start to feel repetitive and expected. With the addition of these various aspects of combat and scares to our already existing palette, we can create a new stratum of experience to show the evolution in F.E.A.R. 2 from F.E.A.R.

GM: Any tips for hard workers looking to enter the development world?

Dave: Never give up… I’ve been in the industry for over 16 years and that seems to be one of the largest traits that I see in people working in the industry. It’s a great industry to work in, it is incredibly rewarding, but it requires hard work and a bountiful amount of dedication. If that sounds like you, send me your CV!


davematthewsCAPTION: Notice the toothpaste under the monitor? We only interview those with the pearliest whites here at GM

01: My weapons and Range Papers. These remind me we are making an over the top shooter

02: Ipod. Music will be my muse throughout the day.

03: Happy Holidays Barbie Action Figure. Levity making scary action games requires a little levity.

04: The Rooster or cocque…reminds me if our Culture of Quality (coq) always trying to maintain a specific standard of quality.

05: Reindeer Head. Having a reindeer head in your office just sets things askew.


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