Since 2014, David Sarkisjan has been working as an Animator here at Warhorse Studios. He was born in Bratislava, (in Slovakia) and moved to Prague in the Czech Republic.
Do you have any additional questions regarding him and/or his work? Just ask here!
1) How did you hear about Warhorse and when did you join?
I first heard about Warhorse shortly after it was founded. There are developers from Warhorse Studios who created one of my childhood favorites, Operation Flashpoint. Their intention was to recreate a historical setting unlike anything else. I was intrigued and I certainly hoped for the best.
A few years later and I was fresh out of Teesside University. I was madly in love with game development and therefore I reached out to someone who was in need of junior animators.
One day, I randomly thought of Warhorse and their recently announced game, KCD. It was about a week before the Kickstarter campaign. I asked about a job there and after a little test, I got in. I was lucky, to say the least!
Now I can’t just hope for the best anymore. I need to help trigger that sense of thrill I once experienced playing Operation Flashpoint.
2) What are some of your notable accomplishments?
Mentoring my girlfriend Henrieta into becoming a professional 3D artist is one for sure. It was a case of directing her efforts into the proper areas and she did the hard part by figuring out things on her own. My other notable accomplishments usually involve a lot of mistakes, but I do my best to learn from them.
3) Describe your position. What is it about being an Animator?
It’s about forgetting to eat your lunch. It’s about making your wrist scream of pain. It’s about frame-stepping. Being an animator is challenging and the technical work requires a lot of precision. You need to be methodical and figure out how to approach your tasks in order to maximize your output. I learned a great deal about that at Warhorse. When I sink my teeth into a scene and I become unaware of my surroundings, I know things are going well.
I fell in love with animation because I am very detail-oriented. I have always been fascinated by human behavior and how people act to express themselves. I consider appealing characters that mirror ourselves crucial to storytelling. Without other people to relate to, there is no consciousness and no self-reflection. Creating stories is a habit of ours that will never end until there are people out there who watch, listen and interact. Therefore, I believe my purpose is safe until the inevitable end.
4) What are you currently working on?
We motion capture animation in-house, which is a huge advantage for an ambitious studio of our size. It keeps animators busy because there is always something new in the pipeline.
I hop around to different tasks according to our department’s priorities. I am currently working on a spoiler-filled cutscene involving a Bond-like villain. I am also working on quest-related animations for NPCs and a few player-centered combat animations for people who enjoy stabbing people to death. I am looking forward to our ESRB rating. That is when I can come to the conclusion that I’ve made a video game.
5) What do you like the most about Kingdom Come: Deliverance?
Last time I played it for prolonged amount of time it was all about getting immersed in the world and its setting. Our artists recreated the world of Bohemia very well: its characters, nature, and atmospheres. I am proud of them. Our combat system is continually getting better. We listen to feedback and I believe we are doing something special there. It will make some people really happy. It will keep you engaged until you die. Do you know that our technical designer enjoys Dark Souls? Well, prepare to die.
The story is (REDACTED) or Dan Vavra will behead me.
6) What is the biggest challenge of game development?
I am still in awe of games like Heavy Rain, and yes, the now infamous No Man Sky. To be entirely honest, it is a real mystery how good a game will truly be when until it finally releases, especially when it is huge and as emergent as ours. Every developer has something to contribute and it takes time to see the whole picture and to see how the various pieces get to interact. The vision-holders have a much better idea of this.
What I actually like about game development is the very beginning of the cycle and the last push when you start seeing the end of the tunnel. It can get hard; developers need fuel to get there (you can’t burn out), but when the game is designed properly, it can be deeply satisfying.
7) How, when and with what game did you first get acquainted with videogames?
I think I was three. I don’t remember anything.
8) Are there any videogames you repeat playing over and over again?
I definitely remember playing a lot of Battlefield 2 - bunny-hopping uncontrollably in order to revive as many of my fellow clan members and strangers alike. It made me happy until I hit adulthood. At that point, I stopped spending 6+ hours playing video games and started being serious about my dental health. It is no joke folks. Go visit a dental hygienist!
9) What would a perfect game according to your wishes look like?
I am going to get serious here, a bit self-promotional and assert my opinion on this topic.
As an animator, I am naturally drawn to and deeply interested in the dramatic potential of videogames. I believe there is a lot of unexplored territories when it comes to storytelling in games when compared to other works of drama.
If you are interested in this topic as well, you can find a long opinion to what I find is the biggest challenge of interactive drama here.
It does not mean I don’t find competitive games compelling. I play Rocket League in an excessive manner and I am really looking forward to Battlefield 1.
10) What game have you been really looking forward to but turned out to be a total disappointment?
I will flip the question here and say something positive instead. I was recently surprised by Life is Strange. Most video games still fall flat when it comes to storytelling, mainly due to playtime standards of the industry and its rigid formatting Once in a while, there is a bright moment when an episodic game like Life is Strange comes out and shows us how it can be done differently.
I am glad there is an effort out there to push what I personally find so appealing about video games. However, with the growing trend of VR grabbing the attention of interactive storytellers, I fear this effort will lose some focus due to the technical challenges of VR development.
Anyway, I would love to play and develop more games like Life is Strange. It falls into that golden territory for indie developers. It was scaled to be more manageable and the formatting allowed for some interesting design choices.
11) Your favorite movie/book?
I am a sci-fi film addict, but I like when they have deeper themes and try to portray our future in a believable way. Blade Runner comes to mind as the one that comes closest to being a favorite of mine. I don’t think it’s the best movie in terms of fun, though. When it comes to fun and wonder, I seek out nostalgia-inducing films like Star Wars, The Matrix, Hook or Jurassic Park.
1984 is quite close to becoming too real for my liking. I think Kuba Holik already mentioned this also.
12) How do you relax after a hard day at work?
After a hard day, I come home hungry and tired. I eat and then fall asleep watching a TV show like Mr. Robot. It is full of twists and excellent editing, but after 40 minutes I am told that I snore like a 60-year-old baby.
13) Do you have a list of things you want to do before you die?
To die is an obvious one; should be number ten. I will keep others more ambitious, travel to Mars, going from last to first, have a therapy session with human-like AI and stop global warming.
I am really bad at this.
14) What’s your guilty pleasure?
Saying or doing something inappropriate and watching others react. It reveals character.
15) If you could say something to the fans of Kingdom Come: Deliverance, what would it be?
Thank you for your support! We are where we are due to your enthusiasm and financial backing. I am looking forward to seeing you play KCD, exploring both the good and the bad. What we are doing is all sorts of mad, so it will be intriguing watch for sure. See you in 2017.
If you have any question for David Sarkisjan and/or his work, just ask here!