Hiya;
to Westy and many others: I was threatened with termination if I continued on BigWeek in our lil flamewar of a few months ago.. now that threat is moot .. LOL.
I bought the company line; hook, line, and sinker. You have little idea how it felt to have the skill to model kick bellybutton planes, trains, targets.. you name it.. and be told to do a chair .. or a table .. for other games .. anything but what I was hired for originally, lead artist for Air Warrior. Watching months go by with Air Warrior buried behind so many truly worthless 'projects' one after another.. adding up to years of wasted time that we just could not afford.
One of my many mistakes was waiting so long, hoping sooner or later that I would finally be allowed to do what I can do. I mean, EA has studios world wide.. they should know what it takes to do a quality product.
It takes more than just one guy who can make kick bellybutton airplanes.
I wanted very much to see a studio grow that could handle box quality production in a timely manner.
Want is good.. it's a motivator

I still want it all. Perhaps in another 'studio.'
Air Warrior is dead. So many reasons why.
It will be the 'Pong' of combat sims when the world has moved on to the 'Unreal Tournament' version unless changes happen at EA that I just do not beleive will.
I know I did my best, there, in every way I was allowed to ..to make Air Warrior shine.
Air Warrior for windows rocked.
Air Warrior 2 ..high density targets and huge terrains .. an opening animation that raised goose bumps the first time I saw it with the music..it rocked.
Air Warrior 3.. first texture mapped online combat sim ..with a P-51D that you could see *was* a P-51D, even down to the panel lines in the texture map.. it rocked big time.
That plane was 290 polys. I smile at what I was able to do on a P-90.
Dale asked me long ago when I would be ready to work for him.
-shrugs off 6 years of KesCo-
I am ready.
-GE
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Even a Mushroom will eventually see a light.