Harvey Smith confirmed for Midway-Austin role

Harvey Smith confirmed for Midway-Austin role

Publisher continues to stock up on development talent, naming former Ion Storm staffer as the creative director of its new Texas studio.
Midway Games has shown an unrivaled appetite for both companies and talent in recent months. Today it confirmed yet another acquisition of sorts: the hire of former Ion Storm executive producer Harvey Smith.


Smith, who himself confirmed the move to Midway last week, will act as creative director of the new Austin studio. His hire follows that of another Ion staffer, Denise Fulton, who was put charge of the Austin operation in mid-November.

Smith, a longtime game designer (and presenter on the conference circuit), is credited on a number of high-profile titles, including Deus Ex: Invisible War and Thief: Deadly Shadows. Less contemporary games that Smith has worked on include Fire Storm, CyberMage, System Shock, Thief 3, Ultima VIII, and Super Wing Commander 3DO. Smith left Ion Storm last April.

Today's news builds on other company acquisitions as of late. As reported last week, Midway acquired Shaolin Monks-developer Paradox Development. Earlier this year, Midway purchased The Suffering creator Surreal Software, and last October it purchased Austin-based Inevitable Entertainment, developer of the upcoming Area 51.

http://www.gamespot.com/news/2004/12/06/news_6114510.html

Interview - April 2004

Harvey Smith leaves Ion Storm (Xbox)

After six years at Ion Storm, DXIW project lead Harvey Smith looks to start his own company.

By GameSpy Staff | April 5, 2004

Harvey Smith is a game designer and creative director who has been making games professionally since 1993. He worked at Ion Storm's Austin office from 1998 to 2004, acting as project director of Deus Ex: Invisible War and lead designer on the award winning Deus Ex. Prior to Ion Storm, he worked at Multitude, an Internet startup in San Mateo, CA. There he was lead designer of FireTeam, an innovative tactical squad game that was one of the earliest video games to feature voice communications between players. Smith started his career at the legendary game company Origin Systems, working there for almost four years.


We caught up with Smith to find out why he decided to leave Ion Storm and what he plans to do next.

GameSpy: You had a long run at Ion Storm. Why are you leaving now?

Harvey Smith: Almost six years ... Ion is a great place to work, if you're the right type of person. The games are unusually cool. The projects themselves are ambitious. I absolutely love most of the people there. I learned a bunch. So why leave? I am super excited about the possibility of creating a new studio. I've wanted to do this for years. I need a change of pace. I love Deus Ex and Invisible War, but I need to stretch my virtual wings a bit.

GameSpy: We heard Randy Smith is leaving as well. Is this in any way related to you departure?

Harvey Smith: Not at all. Just weird timing. I was not a core part of the Thief team and their inner workings are somewhat arcane to me. They're all friends, though, including Randy Smith. And, by the way, Randy is one of the most talented game designers, leaders, or communicators I've ever known.

GameSpy: Is this a voluntary departure or is there a deeper story here?

Harvey Smith: I talked to Warren a lot prior to making up my mind to leave. He's always full of advice. He knows that I feel I have to try this. My departure was voluntary, openly discussed and amicable. I felt so much love, leaving. Everyone was super supportive and a little sad. It was humbling, hearing people say what I had meant to them. I honestly had no idea that so many people at the company felt that way. It's a major change for me; years ago, I was much angrier, and I tended to have half love, half hate relationships with the people around me. I really felt good, saying goodbye to all my Ion peeps. (We had pizza and three cakes, including one with a tombstone on it. I delivered a little speech, nearly crying in the process, and Warren said some nice words. It was awesome and far more emotionally charged than I had anticipated.) Before leaving, I talked to my mentors and collected advice. I had breakfast with Richard Garriot for a couple of hours, and seriously, his words were like pure gold. I feel like I'm a lucky person.

GameSpy: What are some of your best memories at Ion Storm?
Harvey Smith: Will I sound like a nerd if I list the legendary D&D campaigns? Heh. Actually, the process the design core went through in creating Deus Ex and Invisible War, despite their flaws and some things I regret, make up a string of life moments that are just incredible, in retrospect. Watching my friends grow. Challenging each other. Creating something that touched people emotionally and intellectually.

GameSpy: Tell me about the new company you are planning. Does it have a name?

Harvey Smith: Well, it's entirely possible that I will fail to get funded. I accepted that risk when I walked away from Ion. It was wild, walking away from stability and security. Walking toward this wall of fear, passing through it and looking out on the other side. I highly recommend the experience. You suddenly feel like you can do anything. Hell, yeah. The new company has a name, but it's not time to talk about it yet. Most importantly, it will be based around three things: the type of team culture that I thrive within, the creative drives I have related to player expression and game ecology, and the notion that teams have to believe that whatever they're working on is the best thing ever ... that it has a chance of changing the world. I'm talking to three publishers and to three different developers right now. I'll let you know how it goes.

GameSpy: Ion Storm Austin is widely seen to be the inheritor and protector of the Looking Glass legacy -- a certain way of looking at and designing games. Do you see this thread running through your new company as well?

Harvey Smith: Yes and no. No one will ever take the place of Looking Glass. That being said, I want to make ambitious games. I am not satisfied with anything short of a magical experience. I think Deus Ex and Invisible War came close in many ways, but we can do better. (In retrospect, I now rate the patched versions of those games as 90% and 85%, respectively.) I believe that we should have focused a bit more, rather than trying to do everything well. I admire companies that strive to be one part Looking Glass (for diehard dedication to innovation and creativity, one part Blizzard -- for sheer polish) and one part Bioware (for making games that are "solid" in nearly every area).


GameSpy: Warren Spector is considered by many to be a visionary when it comes to game design. What were some of the things you learned from him that you will take with you to your new company? Anything you would do differently?

Harvey Smith: I've learned a lot from listening to Warren. (And he claims the same is true in reverse, which makes me very proud.) I've also learned a lot from fighting with him. We're aligned in many, many areas, yet we are constantly at war with regard to some aspects of personnel and game design. I love him, though. One of the most emotional moments I've had during the last five years was during the last week at Ion. Warren was screaming into his speakerphone, behind closed doors. I had just announced that was resigning, so -- being the self-absorbed bastard I am -- I assumed it was my fault. I asked him later if "we were okay" and he totally shocked the hell out of me by springing forward and hugging me. He said, sincerely, "Harvey, you're my guy." I was just shaken, speechless, and moved deeply. In many ways, Warren is a father figure to me, professionally. His heart is always in the right place.

GameSpy: What lessons did you take away from the Invisible War experience and how will you apply them to your new company?

Harvey Smith: Focus so you don't have to compromise quality. Do not undertake the creation of a bunch of brand-new tech if you are not prepared for the time hit involved. Good process is critical. You've got to surround yourself with people smarter than you are in areas where you're weak. And you should pare your team back to positive, mature people.

GameSpy: What types of games are you going to make now and will they encompass PC and console?

Harvey Smith: I really can't say yet. My creative values have not changed, though.
Smith sent out the following letter to signal his departure:
To my friends, contacts, colleagues, and mentors:

My five+ years at Ion have been unbelievably good. There were plenty of tense moments, but I've learned tremendous lessons. I feel extremely fortunate. How else could I describe the opportunities I've been given, the friends I've made and the games we've created? I love Deus Ex and Invisible War. I also think the world of Thief 3 and all the people working on the game.

Mostly, I've derived my feelings of good fortune from the people I've known over the last few years. I love it that you've helped me break a hundred bad habits. I love it that we've smashed our way around being clumsy sometimes, and that at other times we've constructed amazing, cool things.

I've spent over 10 years now making video games professionally. I still don't know half the answers. Software engineering, writing, audio, visual art, and game design are all deep disciplines. But nothing compares to the hearts and souls of the people behind those disciplines, or the tenuous cultures that form and dissolve between us all the time.

With regard to the future, I don't know exactly where I'm going or what I'm going to do. I'm considering a bunch of stuff, including some avenues outside of games. (That's less realistic, though; most likely, I'll want to make games and work with game teams for a long time. I feel like I'm just now getting good at what I do. I feel like I'm just now getting to the point where I can design games and help the people around me develop themselves at the same time.) Over the next few months, I'll be fully devoted to figuring out what I want to do with the next few years. I have an idealistic vision of what I want to happen. Who knows if it's feasible. One way or the other, I'll be alright. I trust the world to show me a good time.

I think Ion's future has great potential, moving into the next round of games. You've picked up some amazing talent and you've developed some amazing talent along the way. Eidos is seriously pulling it together ... some of [its] recent moves demonstrate that pretty well. I wish Ion and Eidos the best of luck. There are too many of you to thank, really; I've worked with good people from Eidos all over the world. I'm leaving to pursue some dreams, not because I don't like the company. I love this place and I hope I've contributed positively. I've just decided that I need to chase my vision. As a player, an avatar, or a game pawn, I want to test my agency.

If you see this letter (and if you've read this far), I hope that some moment you spent with me comes to mind. Preferably something good, something that makes you laugh or gives you a dramatic little chill ... some conversation we had, some game we played, some lesson we learned, or some problem we solved together.
 
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