
SIMON MESZAROS - LIFE IS NOT LIKE A GAME
There is a new game coming out soon. How is the game created and are game creators playing as well? It is the topic for following interview with 3D game developer Simon Meszaros.
Simon’s work is also is hobby, he doesn’t see the world black and white and he has colorful experiences in developing games. His fresh challenge is the study of animation movies at FAMU where he will start in autumn. There he will continue in his creative activity. He doesn’t see the animation as a limited discipline. Even movies and games are very close to each other, Simon thinks that games don’t allow him to express that kind of emotion as a movie: “Playing is different cultural experience, maybe less artistic.”
How many people are behind game development?
There are two of us. I cooperate with Peter Adamcik since high school. We have divided tasks, I do graphics and Peter does programming. Our first team project was freeware flight simulation “Plane Arcade”; it was successful so we did go on. Upcoming game will be our 4th commercial project.
What can you say more about your latest work?
Air conflicts: Secret wars is the arcade game with a complete new engine. Genre is flight simulation from WWI and WWII, all in 3D. It will be distributed on platforms PC, XBOX, PS3. But distribution is a job for company BIT COMPOSER who has bought our game. Peter and me are working under label 3 Division and we cooperated also with Peter Nagy from Games Farm.
What is important in the game developing?
It is mainly the preparation of tools and existing libraries. These days it is not necessary to create a game from scratch. There are plenty of paid or free modules, which can be combined into new game, so it is more about idea and its complexity. However, it is still a demanding medium. And the standard is always higher, today represented by cinematic look, almost perfection. The games include more stories and connections. Basicly, game consists of the core/engine and graphics. The engine is independent from graphics what brings advantage in two ways: even new games are running on older machines and the game engine is possibly to be an independent product.

Why did you choose a flight simulation as a motive?
Our first commercial game was called Air conflicts. We continued with using the same engine, And situated the story into Pacific. With new graphics and general tuning it looked much better. So we developed simple flight simulation concept, making it “denser” we achieved the game Air conflicts: Secret wars. This motive is working for us, we are good in it. We like realistic goals.
Do you play games yourself?
Not at all, for me it’s enough when I see somebody is playing. I use to check graphics, especially sense for detail.
Do you see your life as a game?
No, It could be that way but I don’t. Maybe somebody could say it but I don’t think it would be true. It is crazy to say it, life is life and game is game. It is a bad question. (smile)
Also in our lives we accept miscellaneous tasks and awards, what kind of parallels do you see between the game and life?
When the man disconnects from himself then he is playing kind of game, when he is out and in in the same time. Game is holding you inside present and also out of reality. It is a strange situation.
Can you compare used instruments in the game and in the art?
It is better to use right medium for the right purpose. It’s easier to take a piece of paper and express an idea by drawing than to make a game about the same thing. Nobody would play it anyway, because volume must fit into medium. I don’t see game as a personal ultimate expression instrument; more challenging it is in its wider concept of interactive media. The game’s specific is interactive freedom and for example fine arts and movies are stricter in this, it’s freedom of different level.

photos and screenshots: Simon Meszaros
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