ClaimsDemis Hassabis

“Our lead artist, Brian Gillies, wanted a shiny "atomic age" '60s style for the game, a sort of "beautiful people in a beautiful world" feel, and I think you'll agree that the game looks really fresh and striking as a result.”

Demis Hassabis, executive designer, Elixir Studios 2004 Evil Genius Designer Diary #1 (GameSpot)

Factual Other

Lead artist Brian Gillies wanted a shiny "atomic age" 1960s style for Evil Genius.

Mostly true True in substance, wrong in a detail.

Factual: Statements about the present or the past, checked against the record: did they hold up?

The second judge said mixed; the verdict shown is the first judge's.

Said for an organisation they lead or work for; it counts on both records.

What would count as true or false

True if records of how Evil Genius (Elixir Studios, 2004) was developed show that Brian Gillies was the game's lead artist and that he favoured or drove a shiny 1960s 'atomic age' visual style. Mostly true if Gillies was a lead or senior artist and the 1960s retro style is attributed to him, with a small difference in his exact title. Mixed if one of the two parts holds: he was the lead artist but the style is not attributed to him, or the style was his idea but he held a different role. Mostly false if he worked on the game but neither his role nor the attribution of the style is supported. False if Gillies was not the game's lead artist and had no part in setting its art direction.

Set before the research began.

Evidence (4)

  1. E1 Evil Genius Designer Diary #3 GameSpot · 20 July 2004

    “Lead artist Brian Gillies' requirements required a novel approach, so I adopted principles of three-dimensional cubism/art deco, utilizing sweeping and resolved lines.”
  2. E2 Evil Genius Designer Diary #3 GameSpot · 20 July 2004

    “With the environment made up of brushed steel and polished surfaces built by Brian and the other artists, texturing the characters had to be experimental.”
  3. E3 Evil Genius – Wikipedia Wikipedia (Swedish edition) · 16 February 2009

    “Grafikdesign | Brian Gillies Matt Clark James Hardingham Anjali Jeyendran Siku”
  4. E4 Evil Genius (2004) - MobyGames MobyGames · 28 September 2004

    “Evil Genius is set in the 1960s, and is a comedic take on spy fiction of the time.”

Reasoning

A GameSpot designer diary names Brian Gillies as "Lead artist" and says his requirements called for a novel art approach, which confirms his title and indicates he shaped the art direction (E1). The same diary credits Brian and the other artists with building an environment of brushed steel and polished surfaces, which supports the "shiny" part of the style (E2). MobyGames confirms the game is set in the 1960s (E4). However, none of the quotes credits the "atomic age" 1960s look to Gillies in those words.

Cite this claim

Demis Hassabis, “Lead artist Brian Gillies wanted a shiny "atomic age" 1960s style for Evil Genius.” (said 2004). Verdict: mostly true. Reliability API, claim c_182863d11b85, method 0.1.0+c876030c, dataset release v1.1.2. https://epistacklabs.com/claims/c_182863d11b85

This claim is in dataset release v1.1.2, with the same verdict.

Reply to this claim

For Demis Hassabis, or someone speaking for them: a correction or counter-evidence. Replies are read before anything is shown; an approved reply shows your name, role, date, statement and link. Your email address is never shown and is deleted 30 days after the decision (privacy).

More factual claims by Demis Hassabis

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    “In 2016 AlphaGo beat Lee Sedol 4-1 in a famous match in Seoul”

    In 2016 AlphaGo beat Lee Sedol 4-1 in a match in Seoul.

  2. Mostly true Factual 2004
    “The more the player gloats, the more notoriety he or she gains (notoriety is the measure of the player's respect in the criminal underworld and is key to progress through the game).”

    In Evil Genius, the more the player gloats, the more notoriety is gained, and notoriety is key to progress.

  3. Mostly true Factual 2004
    “I first had the kernel of the idea for Evil Genius way before Elixir had even started.”

    Demis Hassabis first conceived the kernel of the idea for Evil Genius before Elixir Studios had started.

  4. Resolved true Factual 2004
    “But the more the player gloats, the more chance there is that it will backfire, allowing the agent to turn the tables and escape.”

    In Evil Genius, more gloating increases the chance that a captured agent turns the tables and escapes.

  5. Resolved true Factual 2004
    “Aspects of the game have also been influenced by other classics not strictly in the spy genre, such as Enter the Dragon and Flash Gordon.”

    Evil Genius was influenced by non-spy classics such as Enter the Dragon and Flash Gordon.

All of them

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