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RuneNews Interview
Page 1 of 2

Ted Halsted, Artist and Co-Founder at Human Head Studios, was kind enough to answer some of our questions we had about his past projects, what it's like to work at a small (but talented) development studio like Human Head, and even looking forward a bit to his still-secret future projects. The original Rune sketches that Ted sent along of his, are of the Lizard Rider, Sark Warrior and Sarkamen, respectively. Enjoy!

Looking Ahead With Ted Halsted Interview by Gwynhala
  1. OK, what does an "art director" do, anyway?

    Click for larger imageI'm not entirely sure! We didn't have one on Rune--the team was very small and everyone was on board with regard to the artistic direction and look we wanted to achieve. For that project, I tried to fill the role of an art manager/traffic manager...basically checking in on people and making sure that things were moving forward in as timely a fashion as possible. An art director on a larger project has a variety of tasks that include co-developing and maintaining the project's visual direction, making final decisions on content, contributing to the project with his or her own content, co-ordinating technical/development issues with the directors or leads in other departments and making decisions for his or her team based upon those results, and a host of other hair-whitening activities. The art director essentially has to crack the whip. But as I said, Rune was made by a small team and we were able to effectively communicate without an overly elaborate hierarchy. There was a great "studio" feel during the creation of the game.


  2. How did your past work at Marvel Comics influence the style of art direction you've brought to Human Head?

    My comics artwork was certainly much improved by the time I started drawing for Marvel. I originally started out at Valiant Comics, where I worked to improve my basic storytelling skills. At Marvel, I was given more free reign over layout and panel structure, and so I went a little more gonzo with that stuff. Drawing comics taught me to strive to tell a story in a medium of pictures and words. Sound simple? There's nothing more complex and fascinating than working with the tools you have at your disposal as a graphic illustrator working in the field of sequential art...you are art director, lighting director, stage and props manager, casting agent, acting coach, set designer, special effects manager, stunt manager, director, key grip, and on and on. It's all in your hands.

    Drawing comics as a freelance illustrator also teaches you to get your work done on time. Or you get fired. This is something I hear of lacking in video game development companies from time to time. Salaried freeloaders coasting on the efforts of harder-working co-workers. Come to think of it, it's a problem in all businesses. I propose penal colonies for the slackers. There is nothing less manly than not working at what you love, and working at it hard (gestures gripping Manly Handbook).


  3. What was your inspiration for the characters in Rune?

    Viking mythology and bad dreams. While I did a number of the sketches for the game, the ultimate realization of the characters came to be through Shane Gurno's modelling and Tim Bowman's textures. So Shane must have bad dreams, as well. And I don't think Tim sleeps.


  4. Fantasy deathmatch odds: Venom, or Ragnar with Bloodlust and Rune

    Ragnar. That's a whole heapin' helping of firepower.


  5. Do you miss inking Venom?

    Nope! Because I never had to. I pencilled the issues that I worked on. Several poor inkers had to decipher my sludgy linework.


  6. What influences inspired you to study graphic arts?

    The desire to never wear a suit and have to get up before 10 AM. As a wee tot a-rollin' about in me parents' land cruiser on the veldt (Not one of those great gruesome Yuppie Pot Hole Management Vehicles), I would tend to yell a lot as it was hot and dry somethin' awful. My mom would hand me comic books to shut me up. I didn't know why then, but some of the comic books seemed great and most of them, I thought, were merely average. Looking back, I realized that the ones I liked were Batman comics (good taste for a 6-year old), but that the ones I loved were Batman comics drawn by Neal Adams (very good taste for a 6-year old). So I was an art snob for mass-duplicated pop art from waaay back.

    What continues to inspire me is other people's work. Good drawing really gets me pumped. As does watching people improve. Jeff DeWitt is improving something fierce. Which is nice, because then I won't have to sit there for hours with a pencil trying to remember a bad dream that I'd rather forget, anyway. Jeff will.


  7. Where were you born?

    Kampala, Uganda.


  8. Rune comic book - "it could happen" or "no way, jose!"

    It'd be great.
Forward to Page 2 of the Interview »»
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