Alex Trowers worked alongside Peter Molyneux at Bullfrog from the early days developing Syndicate through to the takeover by EA. In part 1 of a 2 part feature, Alex looks back at life at Bullfrog. Our story begins last century. 1990, to be precise. A young lad leaves school with nary a clue about what he will do with his life. Something to do with computers perhaps. Or cartoons. Ooh, or spaceships! Spaceships and dinosaurs! Ahem. Through a series of highly improbable (and entirely inadvisable) events, he finds himself at a young computer games developer called Bullfrog Productions Ltd. At this point, Bullfrog consisted of 8 people; Peter (thinning on top, used to stand cigarette butts on people’s keyboards), Les (mysterious being in charge of paycheques, owned half of Guildford), Glenn (hippy coder / artist, huge ghettoblaster), Kevin (IT type, wore shades indoors), Sean (coder, model), Gary (artist, punk, industry veteran), Simon (artist, er…) and myself (fresh-faced youngster). We were in a tatty office above a Hi-Fi shop on what would later become Guildford’s infamous “strip”. The office was split over 3 floors – Les had a small office at the bottom, Simon had a much larger one the next floor up and everyone else crammed into the top floor. Office space was at a premium and chairbacks clashed on a regular basis. Sean and Glenn in particular would occasionally come to blows over their shared space whilst I had Peter’s back and the fish for company. My first desk was a piece of wood with holes in, balanced precariously by the fishtank. A Health and Safety department would have had an aneurysm. Bullfrog had had a couple of titles released beforehand but it was obviously Populous that plonked them squarely on the map. As with many big titles, there are tons of myths and legends associated with its conception and development but that’s for other people to ratify. Suffice to say that, thanks to Populous, Bullfrog was doing “okay”. After Populous came Flood, which was predominantly used to teach Sean how to program. As I joined, work was already underway on Warmonger – a strategy game about bending the population to your will and waging war against a bunch of other people with similar ideas. My duties on the project were to test the game, design the levels and generally fetch things from the local Bejam (as a mum would do before Iceland) as and when required. Then there were the trips to the petshop when journalists came over so that the Piranha’s would have something to eat and the journos something to entertain themselves. I think one of my fondest memories from this office was the Joystick-In-Space episode. Zero magazine used to run a Highest Joystick feature that had readers send in photos of joysticks in particularly high places. We took it upon ourselves to fake sending a joystick into space thereby Winning and proving ourselves Kings Of Everything. The feat was accomplished by taping our intrepid ‘stick to a big, cardboard tube, climbing out onto the roof and taking a few photos up against the sky. Then, thanks to a judicious application of black paint (Photoshop wouldn’t be invented for years…), the illusion was complete. Then there was the entertaining and potentially-litigious-hence-short-lived Game Tester Space Invaders that I probably really shouldn’t go into. Suffice to say that it was great fun for all involved save for perhaps the Game Testers… Powermonger was released and we got to have a nice big party ‘round at Peter’s house. It was awesome – there was a bouncy castle and it was great fun. At least, it was great fun until Gary Whitta threw up all over the thing and ruined it for everyone. The seminal Syndicate Our next office was certainly a step up - the fabled environment that is the Surrey Research Park no less. No cracks in the ceiling, no filthy ashtrays and no cramped desks. Well, that last part’s not entirely true as, for a short while, my desk consisted of a shelving unit and my chair was a new toilet that Peter had bought for his house but hadn’t taken home yet. For some reason, this era was marked by the introduction of the BB gun. In fact it was quite the arms race with people getting bigger and more powerful guns as we went on. People would keep their weapons close at hand – usually next to their keyboard – and every so often someone would reach out and pick their gun up… which meant that everyone had to pick their gun up. Next would follow our own version of the Mexican stand off at the end of The Good, The Bad and The Ugly as everyone is trying to keep an eye on everyone else to see who would make the first move. Then you’d hear the tell-tale “kerchack” as someone would arm their weapon and all hell would break loose. People would hide behind desks, tip chairs over or anything to get themselves a bit of cover from behind which to strike. The chaos would go on for a few minutes before people started running out of ammo and have to make a dash into no-man’s land to replenish their supplies. This invariably resulted in pain. It was at times like these that I fondly recalled my deal with the evening cleaning lady who’d pick up all of the pellets lying around the office and leave them in a little plastic cup on my desk for the morning… This was the best time ever. We were making Syndicate and man were we having fun doing so. As with practically all Bullfrog games, Syndicate was created as a multiplayer game first. The idea is to get something that everyone can play quickly then work out why it was fun and try to get the AI opponent to do that sort of thing. It’s a pretty sound policy and one that modern developers shouldn’t overlook. Anyhow, Sean and I would get our friends in of an evening and we’d stay in the office, playing the game. After each game we’d have a bit of a bitch about things we didn’t like or an enthusiastic “wouldn’t it be cool if…” session and then Sean would bang out a new version with those changes in for us all to play again. We’d repeat this sequence quite often until someone would realise that it was, in fact, light again outside and we’d been there all night. Okay, so it was hardly the most socially enriching period of my life but it really was good fun. Eventually, we filled the new office to capacity and had to move to another one, still on the Research Park. It was here that we actually finished Syndicate off yet it holds the distinction of being one of the only games I’ve ever seen people continue to play even after they’ve finished working on it. In fact that only thing that stopped us playing Syndicate was Doom. I’m happy with that. Dungeon Keeper Seeing as how we were no longer just a couple of guys doing this for a laugh, some things had to change. The BB guns were out as they were pretty dangerous really. So we all went to the local Tesco and bought these little laser tag guns instead. Then there’d be all manner of free-for-all shooting fests of a lunchtime or evening. It even got the people in the other company upstairs involved as, one day, we found ourselves getting shot even though we were in cover. Turns out, they’d seen us the day before and gone and got some themselves and were hanging out of the upstairs windows, picking us off. Needless to say, war was declared. In between all the war and stuff, we managed to find time to release Theme Park. That game was an absolute monster – it stayed in the charts for years! The curious thing for me was the fact that it didn’t have the in-house following of say, Syndicate or Magic Carpet. No, this one was definitely Peter’s baby and it was his drive that made it happen.
About here we enter a rather strange part of Bullfrog history. We now had more people working for us than we could actually count. Cracks were beginning to appear as the expansion had happened so fast, no-one really new who the new people were and this caused a bit of resentment on both sides. Previously, the company was small enough that everyone knew everyone else and there were only one or two projects on the go at once. Now there were about 80-odd people and at least 7 titles being worked on – from new stuff to conversions of previous titles. It was also the time of the merger with EA which, whilst exciting, also created all manner of new tensions. Of more concern to myself was the fact that quite a few of these new people didn’t seem to be that interested in games. For me, being into games, playing them and understanding what makes them tick is vital. But then, I’m a designer and I love what I do. It was a real eye-opener seeing some people coming in a treating it as a job – one that began at 10, ended at 6 and nothing more. Back then, I used to think that hanging was too good for that sort of person but I understand now how I may have come across a little strong. Nowadays, a moderate beating should suffice. The not so seminal Hi Octane Whilst on the Research Park, we also discovered that a number of us had a sporting bent. Mainly I put this down to Robbo – he was always sporty at school. We signed up for the inaugural season of the Surrey Research Park Football League but finished a dismal 7th out of 8 teams. We’d managed to completely outgrow the Research Park now – having to actually get a whole extra building to house QA and the like – so another move was on the cards. This time we opted for the Business Park (there’s a difference!) and some very futuristic-looking office space. As with all the moves, we initially found ourselves with much more space than we could possibly use. So much so that we “squeezed” everyone in upstairs and had the whole downstairs section pretty much open for anything. Indoor football was particularly popular at this point. That soon changed with a fateful announcement. Les called everyone together and simply stated that us and EA were simply wasting office space and that everyone was going to de-camp to Slough and move in with them. The silence was deafening. Then he said that he was just kidding and, in fact, EA were going to move in down here. There was an immense feeling of relief. It was while before people realised that we’d been ‘had’. Well, apart from Mark Adami who sussed it straight off.
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