From the perspective of its director/co-designer Hal Barwood.
Hal Barwood has had a fascinating career. Not only did he pen the script for Steven Spielberg’s first-ever motion picture film The Sugarland Express and the 1981 dark fantasy film Dragonslayer (along with his writing partner Matthew Robbins), but he has also had a fairly lengthy career at the video game company LucasArts where he was behind the creation of the 1992 point-and-click adventure Indiana Jones and the Fate of Atlantis and the 1999 3D action-exploration game Indiana Jones and the Infernal Machine.
With MachineGames and Bethesda Softworks set to release their own take on Indiana Jones later this year — in the form of Indiana Jones and the Great Circle for the Xbox Series X|S and Microsoft Windows — we thought it would be a great time to reach out to Barwood to chat about his memories of working on the old Indiana Jones titles. We ended up sitting down and chatting with the designer/writer on a 2-hour-long call, asking a ton of questions about everything from his early inspirations to the obstacles the LucasArts team faced along the way.
Read the full article on timeextension.com
From the perspective of its director/co-designer Hal Barwood.
Hal Barwood has had a fascinating career. Not only did he pen the script for Steven Spielberg’s first-ever motion picture film The Sugarland Express and the 1981 dark fantasy film Dragonslayer (along with his writing partner Matthew Robbins), but he has also had a fairly lengthy career at the video game company LucasArts where he was behind the creation of the 1992 point-and-click adventure Indiana Jones and the Fate of Atlantis and the 1999 3D action-exploration game Indiana Jones and the Infernal Machine.
With MachineGames and Bethesda Softworks set to release their own take on Indiana Jones later this year — in the form of Indiana Jones and the Great Circle for the Xbox Series X|S and Microsoft Windows — we thought it would be a great time to reach out to Barwood to chat about his memories of working on the old Indiana Jones titles. We ended up sitting down and chatting with the designer/writer on a 2-hour-long call, asking a ton of questions about everything from his early inspirations to the obstacles the LucasArts team faced along the way.
Read the full article on timeextension.com