The Shinesparkers team is pleased to share an interview with Cid Newman, the co-founder and CG Technical Supervisor at Retro Studios. Cid had a hand in the early development of the original Metroid Prime. Here, he shares his memories of working on Prime, what happened behind the scenes at Retro, and he even shared a never before seen early screenshot and documents from back in the day!
Hi my name is Cid Newman, I’ve been in this industry now for about 27-28 years. I started off at Iguana Entertainment as my first computer art job, and ended up moving up through the ranks fairly quickly, and became Assistant Art Director there in two years. Starting up Retro with Jeff [Spangenberg], moving over to Nintendo (a couple of times) and helping to develop hardware ideas. I have a patent with Nintendo as well. My wife passed in 2011, so I moved us back to Texas, to be around family. It’s been a little bit of back and forth, here and there, with a little movie work for Robert Rodriguez thrown in on the Spy Kids franchise.
I got my start in this industry by almost pure luck. I was doing IT style work with a friend of mine, contracting for the state and others, and I came across an advertisement for Iguana. They were looking for people with art experience, and computer experience, but maybe not have merged the two together yet. I applied and they put me through a test, made me an offer, and it just continued on from there.
The early days of Retro are pretty simple: the Directors at Iguana had decided to get rid of Jeff. Since he was the one person who helped me get a memory map, which helped ensure the success of QBC ’98, the gears started turning. We actually beat Madden that year, so when they got rid of Jeff, and put the person in charge that I had to fight to make QBC in 3D (instead of just sprites) as the new head of the studio, I knew it was time to leave. We’d just finished QBC ’99 (I was the Lead after what Brian Watson and I did to bring QBC in 3D to fruition. The new studio head removed my name from the credits) I packed my office, called Jeff the next day and said alright what are we doing? At that point, a few more people started calling, and while nobody was ready to hop on just yet, we started trying to think up names, and line up a backer. There were a couple of candidates: EA and Nintendo. I had a job offer at that point with Nintendo Technology Development (Howard Cheng’s group) up in Seattle, and that if he took EA’s money I would take the job with Howard. If he took Nintendo’s money I’d stick around. We ended up going with Nintendo (Thx Cindy Armstrong!), and I stuck around. My Checks listed me as: Employee #00002. I still ended up working at NTD for Howard Cheng eventually (a couple of times), and really enjoyed working with that group, more than any other of my career. It was a great bunch of people, and I was really impressed by Nintendo.
Editor’s note: Cindy Armstrong was the CFO of Retro Studios when it first started. She is now a consultant for multiple game developers.
I really didn’t have an opinion either way, about first person vs third person. I thought first person was kind of cool because you get to be in this suit, and I just thought that was awesome, but there’s also good arguments for 3rd person as well. I think the bigger issue, and the larger discussions, were around the Morph Ball and what was your view like then. That was an iterative process, trying to find out what that looked like, what it felt like, and how to [adjust] your orientation during the transition. It was an interesting back and forth, and it’s one of the things in game development that I really enjoy: solving interesting problems.
There were a few differences, the main difference originally was going from third person of MetaForce, to a first person Metroid. Another major graphical change was the rustic style change to a more high-tech ‘clean’ look. If you’ve seen the video that I posted, with Cindy Crawford’s face, that was the original suit which had a more ‘Star Wars’ and less ‘Star Trek’, a little more beat up. Then it started to look kind of like Half-Life in space, no visor yet, very brown… it needed help.
So when Metroid was stumbling with its look, Steve Barcia gave me the game, and asked me for any ideas, while he was called back to Japan. I wasn’t a designer, but I came up with quite a few. When he came back from Japan I presented him with the document (I’ll send it to you) with a bunch of ideas. Everything from the HUD to what happened to it: steam, water dripping down, reflection of Samus, and all sorts of stuff. At the same time Steve came back with a document that Japan had given him that listed almost identically what i had said, you know all the bells and whistles that I had mentioned, that really made it feel like you’re in the suit. So I can’t say that they were all mine exclusively, but they didn’t come from Retro.
Why did I choose Cindy Crawford? Well, I’ve always been a Cindy Crawford fan to be honest, but she’s also got great eyes and more importantly great eyebrows. The whole reflection idea I got from playing as Buzz Lightyear. In and old N64 Toy Story game [Toy Story 2: Buzz Lightyear to the Rescue], I was looking around, and I caught Buzz’s reflection in the glass and i went “ohh!” and that’s what led me down that whole rabbit hole.
I didn’t do much mocap for Samus, It was mostly for testing purposes. I had done her rig, I had actually created an auto-rig for bipeds that I got into a little tiff with ILM about because it very closely mimicked their rig, and I was teaching it at Siggraph. I worked with a fantastic animator, Martin L’Heureux, who had come from there, and we created something that mimicked their controls, and “happy accidents”. It could automatically set up on any character, and I had a written a suite of tools to retarget it all within Maya. Since I’d never seen their rig, we just went back and forth until it responded right. I shot the mocap so I could put it on to her rig, and test out that tool-suite called cnMotools. I also wrote some stuff for her Varia Suit, for the [Morph] Balls, so that they would automatically move properly, but with a little override layer built in, just in case you needed to tweak it a little bit.
It was just time. I got another offer from Howard Cheng, and I wasn’t going to miss out on it again. I left with nothing: no payoff, no stock, nothing. I just walked away.
I was happy to finally see it released, but it was a little too painful to actually play. So it took me years to play once it came out on the Wii to be honest, and I loved the controls. I love it and I think it was really well done. I think there’s still some stuff that could have been done better, but all in all it’s a stellar achievement in the history of console games.
Yep, lol.
It took us six months from start to finish, we only shot for about two months, maybe 2 1/2 months. But the rest of it was just CGI, compositing and color correction. His [Robert Rodriguez, the director[ small group of five of us at Troublemaker did everything, from pre-production to production. Ideas, storyboarding, 3D storyboards, animatics, you name it. But we only got credit as, you know, “Troublemaker”, it never quite sat well with me. The main thing I remember is needing to get glasses after Spy Kids 3D was over! But also starting development on what eventually led to my contribution of what eventually became the 3DS. I actually showed Robert part of the movie shrunk down. I wrote a viewer (in assembly, C++ was too slow) actually for the Game Boy Advance and played it for him in pure anaglyph. It was remarkable how well it held up at that size, and that’s kind of what led me down that rabbit hole.
Designing consoles is like designing an original game, on steroids. It has to be able to be all things to all people, and it’s such an ambiguous space that it’s hard to even conceive of it at once. It can be difficult for a lot of people because it’s not a task based workflow, where you can just go: OK, do this, do this, do this. It’s a lot of being creative, being mentally and technically creative, and that takes to the right environment, more than anything else. Nintendo and its ideas foster that creativity, so it was fun, it was the most enjoyable time of my career.
That being said, what I know is limited in perspective. Personal views, on group events.
Oh absolutely! I’ve played it on the Switch, the new side-scrollers, all of them! I’ve enjoyed them all.
Honestly, I think the remaster is awesome! I love to see the graphical improvements. I wish we had access to some of the abilities of today’s hardware back then, and I don’t know of any artist (or tech artist) that doesn’t look back on anything they’ve done after a few months and go: “Wow. Wish I could do that!” Or “I’d have done this”. So I think it’s great especially if it keeps interest in the franchise, and the franchise keeps moving forward.
It got me excited for the franchise again, especially that last little bit! Keep in mind, Nintendo will only show what it wants you to see. Can you imagine what surprises they’re still holding back?!
I’m currently the Director of the Technical Art department at Certain Affinity. I still do some IC work here and there, but I’m mainly concerned with systems and bring up the next generation of TA’s. Since my wife passed, I’ve only gone to companies where friends were working, and I had been asked to join and help. It hasn’t always worked out.
With Nintendo in charge, rest assured its in good hands. Stay Tuned!
Alongside answering our questions, Cid provided us with a never before seen screenshot of Metroid Prime! It underwent quite the glow-up. If you don’t recognize the room, it’s the North Atrium. Additionally, what follows are two documents he shared with us. First, his notes on the design of the Heads-Up Display (HUD), mentioned in question six, and another document titled “Metroid”. These were the original files dating from 2001, which was amazing.
HUD
Heads-Up Display:
Main purposes:
- Inform the player of necessary information.
- Contribute to the illusion that the player is in the suit, without inhibiting.
- Needs to be more “Palm” like, and less like “Windows CE” (less is more, context sensitive)
- Helmet lag. The helmet should move just slightly after the targeting cursor and view port.
- Breath on glass – only visible during heavy exertion?
- Reflection of Samus in the visor glass (eyes only, most of the time)
- Retinal tracking for cursor, reflection should deliberately blink when selecting 😉
- Water, both splashing on, and running down, visor glass (as well as blood, mud, etc.)
- Button controls, or “Quick access” cursor to screen elements (button & joystick combo?)
- Blur background in main HUD menu (DOF fake?), but n in quick access.
- Customizable placement of HUD elements. Real-Time deformation of 2D elements to emulate face shield surface.
- Glass glow at edges.
- Override control of Auto context HUD – players could have one setup that they always use.
Metroid
- Texture Level adjustment – too much midrange
- Organic matter – animated (grass blowing), overgrowth, tumbleweeds?
- Color adjustment – separate the colors into a larger fractal pattern
- Detail objects, lots of ’em, including stones grass and underbrush (half buried skeletons?)
- Grounding of textures (walls to ground, etc.)
- Atmospheric haze – not clipping fog.
- Dust, dust, dust (or “particles, particles, particles”)
- Anisotropic shaders for metal
- Bump maps
- Animated textures (leakg water running down a wall)
- Water – reflections (on its surface, and light bouncing on the surrounding walls as well)
- Water – bump mapping for ripples, or done as a procedural?
- Water – refraction (as a 2D buffer effect for speed?)
- Portal damage – for major marks on walls
- Vertex morph for morph ball transition.
- Detail textures, and decal polys for larger cracks and marks.
- Footprints and trails (especially in the dirt, as well as when leaving the water,…with reflections?)
- FPS view effects (visor cracks, water splashes/flowing, smoke soot, etc., self-cleaning? energy management?)
- Self-shadowing Helmet boarder (or good fake)? Parallax effects as well as handy UI access 😉
- View of left arm at times? When getting pick-ups (visual confirmatn of objects)? Wiping visor clean?
- Self-shadowing gun,…or a good fake 😉
- Hint of face reflected in visor glass with intense light. Eyes reflected with Main UI and retinal tracking.
Programming Requirements:
- Animated vertices (random noise or simulation for grass and cloth), a way to tag same (possibly 2-3 bones).
- Bump maps (what map types are currently supported in engine and exporter?)
- Animated textures and UV’s (was this fixed in the Maya API for exporting?)
- Memory map/ Itemized list of known limitations.
- Self-Shadowing for gun – or a good fake 😉
Heads-Up Display:
- Needs to be more “Palm” like, and less like “WinCE” (less is more, and context sensitive)
- Helmet lag. The helmet should move just slightly after the targetingursor.
- Retinal tracking for cursor, reflection should deliberately blink when selecting 😉
- Water, both splashing on, and running down, visor glass (as well as blood, mud, etc.)
- Button controls, or “Quick access” cursor to screen elements (buttons in customizable UI?)
- Blur background in main HUD menu (DOF fake), not quick access.
- Customizable placement of HUD elements. Real-Time deformation of 2D elements to emulate face shield surface.
- Override control of Auto context HUD – players could have one setup that they use all the time.
- Size:Speed:Distance ratio in radar. This balance is key to game play, and the player could be easily controlled with enemies generated to exploit the player’s current settings. This would also allow you to complete game in an infinite number of ways, with constantly changing enemies and locations.
- In-Suit drowning. Claustrophobia is part of being in the suit, this will be limited by keeping the opaque portions of the helmet out of view most of the time. At other times however, this could be used to our advantage. It would be the ultimate compliment to have the player instinctively pan his view up, in the panic of drowning.
In-Game:
- Killing multiples different than killing singles – gargantuan beetle example: A simple instinctive response that
causes the beetle to turn in the direction of an attack and lash out at whatever is close by. Shooting in
between two could cause them to temporarily snap at each other, each causing minor damage, as well as
assistinwith a flanking maneuver for a shot from behind. - Multi-Missile laser splash (pav-tac) system – cool for bosses (player can find more multi’s for additional
attempts) - In caves, beetles could come from any direction, and simple textures == a lot of multi-pass effects 😉
- Electronic “breadcrumbs” for cave crawls. Used too much and they become pointless.
- Dust storms wipe clear any tracks in the sand, and cause damage without either shields on, or in morph ball form.
They can also hide/uncover power-ups, weapon upgrades, debris, etc. Temporarily nullifies radar, and can leave
unseen damage to weapons. This forces the player to either discharge his weapon to check for functionality (if
it wasn’t protected), or just take his chances the next time he needs . If he’s near a group of enemies, he’ll
obviously get attacked if he fires. If he’s smart, he’ll wait for the first clear opportunity to do a
check-fire, and hopefully not forget to along the way 😉 - Shields limit radars capability?
© 2024 Shinesparkers and Cid Newman
Special thanks to Roy, Glaedrax, Quadraxis and Torvus
Interviewed on 18th July 2024