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===Sierra On-Line=== |
===Sierra On-Line=== |
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[[File:Interaction-Magazine-1991-Spring.jpg|thumb|The Spring 1991 edition of Sierra Magazine featured |
[[File:Interaction-Magazine-1991-Spring.jpg|thumb|The Spring 1991 edition of Sierra Magazine featured ''[[Jones_in_the_Fast_Lane|Jones in the Fast Lane]]'' illustrated by Bill Davis. This game showcased the rotoscoping and storyboarding techniques that Davis introduced.]]Bill Davis was appointed as vice-president of development and the first [[creative director]] of Sierra On-Line in July 1989.<ref>{{cite journal| last =Smithe| first =Nancy | title =Bill Davis, Creative Director| journal =Sierra News Magazine| publisher= [[Sierra Entertainment]]|volume =3| issue =1| pages =16|date =Spring 1990}}</ref> Davis influenced Sierra's [[game design]] and contributed to setting new standards in the gaming industry, especially in the areas of game art and animation.<ref name="Adventure Part 4">{{cite web |url=https://adventuregamers.com/articles/view/a-sierra-retrospective-part-4-canvassing-ever-changing-art |title=A Sierra Retrospective: Part 4 - Works of Art |author=Shawn Mills |date=2017-11-10 |accessdate=2024-04-13}}</ref> |
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By the late 1980s, Sierra On-Line, led by [[Ken_Williams_(game_developer)|Ken Williams]], adopted emerging technologies such as CD-ROMs, [[Sound_card|sound cards]], and [[Video_Graphics_Array|VGA displays]]. These technologies allowed Sierra to elevate the theatrical quality of their games, making them more similar to animated or live-action films. Bill Davis, recruited from Hollywood, was brought in to adapt the company's creative approach and production techniques to these new capabilities.<ref name="Adventure Part 4" /> |
By the late 1980s, Sierra On-Line, led by [[Ken_Williams_(game_developer)|Ken Williams]], adopted emerging technologies such as CD-ROMs, [[Sound_card|sound cards]], and [[Video_Graphics_Array|VGA displays]]. These technologies allowed Sierra to elevate the theatrical quality of their games, making them more similar to animated or live-action films. Bill Davis, recruited from [[Cinema_of_the_United_States|Hollywood]], was brought in to adapt the company's creative approach and production techniques to these new capabilities.<ref name="Adventure Part 4" /> |
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During his tenure, Bill Davis introduced [[Storyboard|storyboarding]] — a method adapted from film production — into Sierra's game development process. This technique enhanced the planning and execution of game production, leading to more consistent and visually engaging games. It also facilitated the expansion of production teams without proportionately extending project timelines.<ref name="Adventure Part 4" /> |
During his tenure, Bill Davis introduced [[Storyboard|storyboarding]] — a method adapted from film production — into Sierra's game development process. This technique enhanced the planning and execution of game production, leading to more consistent and visually engaging games. It also facilitated the expansion of production teams without proportionately extending project timelines.<ref name="Adventure Part 4" /> |
Revision as of 03:58, 18 April 2024
Career
Davis attended the California Institute of the Arts, where he graduated in 1971 with a BFA degree and high honors.
Television
Davis was a lead graphic designer for NBC and received an Emmy Award for Outstanding Achievement in Graphic Design and Title Sequences for his animated title and segue films on NBC, The First 50 Years: A Closer Look in 1978.[1] He created over 200 "More to Come" on-air slides for The Tonight Show Starring Johnny Carson, and he designed the logo for The Gong Show.[2] Later, Davis worked as an animation director and designer for Kurtz & Friends.
Sierra On-Line
Bill Davis was appointed as vice-president of development and the first creative director of Sierra On-Line in July 1989.[3] Davis influenced Sierra's game design and contributed to setting new standards in the gaming industry, especially in the areas of game art and animation.[4]
By the late 1980s, Sierra On-Line, led by Ken Williams, adopted emerging technologies such as CD-ROMs, sound cards, and VGA displays. These technologies allowed Sierra to elevate the theatrical quality of their games, making them more similar to animated or live-action films. Bill Davis, recruited from Hollywood, was brought in to adapt the company's creative approach and production techniques to these new capabilities.[4]
During his tenure, Bill Davis introduced storyboarding — a method adapted from film production — into Sierra's game development process. This technique enhanced the planning and execution of game production, leading to more consistent and visually engaging games. It also facilitated the expansion of production teams without proportionately extending project timelines.[4]
Davis introduced traditional media such as painting and sculpting into Sierra's game design, moving away from the prevalent low-resolution digital creation methods. Under Davis, artists drew backgrounds and animations by hand before scanning them into games, achieving sharper, more realistic visuals. Davis introduced advanced animation techniques, such as rotoscoping and squash and stretch, to improve the realism and expressiveness of character movements in Sierra’s games.[4]
Davis also recognized the need for more structured management of art in game production. In response, he established the role of art director at Sierra to oversee and unify the visual components of games, which aimed to maintain a consistent style across various projects. Additionally, Davis responded to the increasing demands for high-quality animation by outsourcing animation work to international studios, a practice adapted from traditional animation that was relatively new to video games.[4]
He advocated for maintaining a consistent art style across different Sierra game series, marking a shift from previous practices where each game might have a distinct visual style. This approach aimed to strengthen Sierra’s brand identity through visual cohesion. Davis also sought to match specific artistic styles with the themes of different games.[4] For example, Davis explored using cubism for Leisure Suit Larry to match the game's quirky nature. He persuaded creator Al Lowe to adopt a cartoonish style for Larry, enhancing the game's wild visual humor. [5]
Other Pursuits
In 1996, Davis left Sierra to become vice-president of development and creative director for Rocket Science Games.[6]
- ^ "Emmy Awards 1978". IMDb. Archived from the original on 2009-05-11. Retrieved 2007-09-15.
- ^ "Sierra Art Trails Featured Artist: Trowzers Akimbo". Sierra Sun Times. 2014-10-03. Retrieved 2024-04-13.
- ^ Smithe, Nancy (Spring 1990). "Bill Davis, Creative Director". Sierra News Magazine. 3 (1). Sierra Entertainment: 16.
- ^ a b c d e f Shawn Mills (2017-11-10). "A Sierra Retrospective: Part 4 - Works of Art". Retrieved 2024-04-13.
- ^ Lorelei Shannon (Summer 1991). "Larry's New Look". Sierra/Dynamix News Magazine: 7.
- ^ "Rocket Science Games on new trajectory with strong studio team" (Press release). Business Wire. 1996-02-13. Retrieved 2007-09-15.