Jason Redway started his career in computer games in 1995 when he joined Intelligent Games as an animation clean-up artist. His first project was working on PGA European Tour Golf for EA Sports (released in 1996), on this project his task was to take digitised video of each of the golfer actions that were filmed against a green screen and clean away any artefacts left in the keying process. The process also removed some required parts such as the golf club and occasionally parts of limbs and hands, all of the missing parts needed to be hand drawn back into the scene. After the release of PGA European Tour Golf and the subsequent course discs Jason moved on to a project that was already in progress with Intelligent Games. This project was called Dark Hermetic Order (DHO) and was underway for Williams Interactive. It was a follow-up to the recently released Azrael's Tear and would be Jason's first commercial product utilising his 3D skills. Using 3D Studio, Jason created several rooms and became a senior member of the team over the year that followed. Unfortunately during a management re-shuffle at Williams Interactive DHO was cancelled and work stopped. During the next year Jason worked on several prototype projects and some cancelled demos including Subbutio, Need For Speed 2 and Flying Circus.
In 1997 Westwood Studios approached Intelligent Games to create a re-make of their hit Real-Time Strategy (RTS) game, Dune 2. This would be called Dune 2000. Jason was asked to help with the technology demo by creating terrain examples and cursor variations, initially the project was going to be real-time 3D but the hardware that was required for this was still not commonly available so the project was eventually completed in 2D Isometric with pre-rendered elements.
After the release of Dune 2000 it became inevitable that there would be a sequel and so work started on Emperor: Battle For Dune. This game would take three years to complete and was completely real-time 3D. Jason's tasks on this project were many and varied. Initially Jason was in charge of mechanised units, creation and animation. Then he took control of the buildings and their levels of detail and damage states and then special effects, adding lights, fire and particles to everything. Jason also created the Highliner missions and the tutorial mission. Now known as a technical artist he was tasked with some mission scripting and added some non-player units such as the Fremen Speeder Bikers and the Sand Worm. After the massive art task was complete, coding and bug fixing continued, Jason was asked to create some marketing material for the website and for magazine pages. These were all pre-rendered images using units and buildings that were created for use in the game, many of which were retro-fitted with extra detail.
After Emperor was completed Jason was given an art lead position on a project for Cryo Games and Universal Studios. The game was called Universal Monsters: Monsterville. This was a short project and featured a mix of 3D environment and pre-rendered 2D characters, it was a strategy game based on classic horror film monsters Dracula, Frankenstein's Monster, The Creature From The Black Lagoon and The Mutant from the film This Island Earth. At the point that this project was complete, the publisher, Cryo, filed for bankruptcy and Monsterville was never officially released.
Jason then worked on several R&D projects; Ministry Of Sound, Monkey Towers and Vegas Tycoon until being asked to help out with animation and asset creation for three Cartoon Network projects. For Dexter's Lab: Science Aint Fair, Jason created the artwork for the Big Machine game and the Robot stills for the Fist Of Fury game. As well as several items for the print lab. Then Jason worked on the two Power Puff Girls games that Intelligent Game developed, Powerpuff Girls: Mojo Jojo's Pet Project and Powerpuff Girls: Gamesville.
In 2001 Jason moved onto the Fifa 2002 team and started creating player heads from a supplied mesh template and any photographs that could be sourced. After the release of Fifa 2002, Jason started a project for Microsoft Interactive which was called Green Fingers this was going to be a big fantasy game based on a gnome-like creature clearing away the horrors of an over grown garden that included giant carnivorous plants and horrid creepy crawlies.
In November 2002, Microsoft decided that they would no longer fund the project and pulled out of development of Green Fingers, at the same time EA Sports pulled development of Fifa 2003 from Intelligent Games and decided to develop the franchise in-house. This spelled the end of Intelligent Games which closed its doors for the final time on the 22nd November 2002.
- ReddixCGI.com -- Jason Redway's Freelance CGI and Graphic design website
- FIFA Soccer 2003 (2002), Electronic Arts, Inc.
- Universal Monsters: Monsterville (2002), Cryo Interactive Entertainment
- Dexter's Laboratory: Science Ain't Fair (2001), BAM! Entertainment, Ltd.
- Emperor: Battle for Dune (2001), Electronic Arts, Inc.
- The Powerpuff Girls: Mojo's Pet Project (2001), BAM! Entertainment, Inc.
- Dune 2000 (1998), Electronic Arts, Inc.
- PGA European Tour (1995), Electronic Arts, Inc.