All the RAGE: Jeremy Mitchell

We’re back with another developer profile for RAGE. Today we meet Jeremy Mitchell…

What do you do at id Software (or more specifically on RAGE) and how long have you worked at the company?

I’m the Lead Visual Effects Artist on RAGE, which means I’m responsible for anything that explodes, burns, glows, zaps, drips, shoots, or bleeds. I get to build on all the fantastic art and design work done by our team, and add the finishing touches like muzzle flashes, dust, blood, water, etc. All the little moving bits that make the world come to life. I’ve been with id since July 2009.

Read more after the break…

When did you decide you wanted to get into game development/specific area of focus (programming, design, testing, etc)?

I was fairly active in modding Quake 3 and Half-Life. After goofing around on message boards for a few years, I started noticing my friends getting jobs. That’s when I realized “Hey, I can actually get paid to do this!” I was always interested in the technical side of things, so I naturally fell into my role as VFX artist.

Why do you think working at id is the best job in the world?

I honestly believe id software has the best art and programming talent in the industry. The things these guys are able to do is absolutely mind-blowing. Everyone here is at the top of their field, and care deeply about the game. It really is a privilege to work here.

What’s your favorite story from the office?

This photo says it all: http://twitpic.com/4hs5nk

What’s your proudest accomplishment at id?

Sweeping up the awards at E3 2010 was pretty exciting for the whole team. I also really enjoy going to QuakeCon and hearing the excitement of our fans in person.

Do you remember the first game you ever played?

The first game I remember playing is Q-Bert on my cousin’s Atari 2600. The first game I remember enjoying is Super Mario Bros. on NES.

If you’ve got a dinner reservation for two and you can invite one game developer to join you?

I’ve always wanted to meet Chris Delay of Introversion Software. I’m a huge fan of their work, and I’d love to hear all the crazy ideas that never make it into their games. I know you said only one, but I’d also sneak in Todd Howard of Bethesda. He has a special way with words – he can talk about anything and make it legitimately interesting.

What games have you been playing lately? Anything in particular that stood out?

Lately I’ve been playing the new Deus Ex and Fallout: New Vegas. I also try to play as many indie games as I can. I love the blockbusters as much as anyone else, but I like to explore a lot of the smaller, experimental games too. A few I’m playing right now are Black Market, Super Meat Boy, and Jamestown.

What are your non-gaming hobbies?

When I’m not hanging out with my wife and kids, I’m likely on my computer messing around with various art and game-related experiments to keep my brain busy.

Reader Comments

  1. hrm, that image link is no-go. it looks like a ZeniMax intranet target…

    cool job! we’ve come a long way from having a handful of red pixels representing blood, or some scattered yellow pixels being sparks. nowadays, there are probably as many FX-layer pixels on screen as there were pixels for a game’s entire screen in the 90′s.

    this was a bit short, though… i would have liked to hear more about just how the VFX are conceived and refined through the process, as they’re a real “devil in the details” stage of development. like a movie, you shouldn’t have to think about good VFX when it’s happening, but you definitely notice bad VFX.

  2. Nice Turtles T-shirt Jeremy! :)

    How many visual effects artists are there if you are the lead? Any particular effect that is challenging. Blood (no offence) never looks totally convincing in any game.

  3. Thanks Bethesda for putting this info up about the id staff. It’s really interesting to read about the folks who make the games we love.