The Makers:
Bungie Artist Lorraine McLees
By Brooke Szabo
A woman in her early thirties sits across from me with cropped
black hair, mocha velour jacket, and an easy smile. She lounges
back in her chair, confident and relaxed, and laughs at my first
question.
Brooke Szabo: Okay, Lorraine. Go ahead and make us
all jealous. Tell us what you do for a living.
Lorraine McLees: How detailed should I get? My
official title is artist, and I'm an art director, graphic
designer, and illustrator all rolled into one. I create
high-resolution art and help maintain product brand identity and
the Bungie spirit in things that are not related to game
development—things like manuals, novel covers, advertising,
magazine covers, and action figures and Bungie Store products like
shirts and mugs. Currently, I'm providing visual direction for the
re-launch of the Bungie.net Web site. I've also started doing
environment work for Halo 2 multiplayer levels. Hmm
… There's some other stuff in the works, but I don't think I should
mention them just yet.

Lorraine isn't telling
…
Szabo: Sounds like a dream job.
McLees: It's a wonderful thing waking up in the
morning and actually wanting to get to work and being excited about
what I get to do.
Szabo: Okay, Okay. I'm jealous enough as it is!
So, can you tell us anything about the work you're doing on
Halo 2?
McLees: I'm working with one of the level
designers to develop the look and feel for a couple of multiplayer
maps. We go over the goals for a map, the map's location in the
game universe, what it's supposed to look like, the kind of weather
you might expect … stuff like that. Then, we discuss
possibilities in terms of geographical features, dig up reference
photos, and talk about textures and the general make-up of the
landscape: What kind of rock is it? What kind of structures should
these be? Natural? Artificial? What geologic events happened here?
Then, I snap screenshots, print those out, and draw my ideas right
on top. I concentrate on keeping a lot of what's already there
(like openings in walls, trails, ramps), but change the shapes
around it. A bunch of my ideas have been incorporated—tweaked with
gameplay in mind and the need to keep the poly-count from
ballooning too much.
Szabo: I've talked to a lot of people in Bungie
who've experienced a sort of fame as a result of Halo. Have
you experienced this?
McLees: Um, I guess so. [shrugs] Whenever someone
wants to know "What do you do for Bungie?" it invariably evolves
into "What did you do for Halo?" And when people find out
that I designed the Pillar of Autumn, the Halcyon class cruiser
that takes our heroes to Halo, they find it pretty cool
that a "girl" drew a spaceship.

The Pillar of Autumn, from
Halo.
Szabo: Imagine—girls drawing spaceships!
[laughing] So, how long have you worked for Bungie? How did you get
your foot in the door?
McLees: I started working for Bungie as a
freelance illustrator in October or November of 1998. Around August
of that year, Bungie was looking for a concept artist for a game
they code-named "Blam"—which was later revealed to be
Halo. One of the guys working on the game remembered my
work from when we were in school together, and after finding my Web
site and showing it to people at the office, he contacted me (I was
living in Houston at the time) to see if I would like to come up
for an interview. Apparently, people liked what they saw, but at
that time, I wasn't really interested because I already had my
dream job as a comic book artist for Elfquest.
As it turned out, Bungie had another promotional art freelance
position for its anime-styled game Oni. Comics and anime
are my hobbies, so that was right up my alley. When the lease to my
apartment was up, I moved back to Chicago, finished the book I was
working on, and called up Bungie to say I was in town and ready to
talk about Oni. I was asked to come in the very next day
to talk about it over lunch. After lunch, they cleared off one side
of somebody's desk so I could doodle the stuff I was talking about
at the restaurant. An hour later, I had a few drawings that were
the subject of a meeting (that I wasn't in). I got hired when the
meeting was over.

That girl has talent! Lorraine's
Oni art.
Szabo: You mentioned some techniques you use
when you're working on the Halo 2 environments. Can you
tell us more about how you create your art? What techniques and
technologies do you use?
McLees: It depends on what I'm doing. For
illustrations, I rough out my ideas on paper and scan them into my
computer. Sometimes I fine-tune the concept on paper, and then I
scan that. I use Adobe Photoshop to take it to the finish. I also
use a Wacom tablet instead of a mouse when I draw digitally. For
things that involve some graphic design—like CD imprint art, logos,
or the like—I fire up my Mac and go back to using QuarkXpress, or
stick with Adobe Illustrator and Photoshop on my PC and put a
design together in there.
Szabo: What have been your greatest influences as
a videogame artist?
McLees: Other artists and other video games I've
played—or have watched other people play—provide inspiration. My
art style had been influenced by a great variety of pros, like
Frazetta, Wendy Pini, Hayao Miyazaki, Katsuhiro Otomo, Yukito
Kishiro, Nestor Redondo, Joe Madureira. I actually don't consider
myself a videogame artist, but more an artist working in video
games.
Szabo: Speaking of art, Bungie has designed a
couple of female characters, like Konoko in Oni and
Cortana in Halo. What do you think about how these
women—and women in video games in general—are portayed?
McLees: It seems that videogames studios are
mainly made up of a bunch of guys, and the women in their games are
perhaps portrayed in the way they themselves see women. Here, the
same 3-D artist who wanted to not portray women as sex objects to
be ogled and drooled over, coincidentally, modeled Konoko and
Cortana. Never mind that Cortana was basically a naked hologram!
For her action figure, it was important that she didn't look too
young, as she did in the game, so she became a little buxom. I'd
requested her to not be as buxom, but somehow, the
sculptor just didn't want to make that change. We ran out of time,
and there we go. [shrugs]
With Oni coming out after Tomb Raider, the
publishing team set out to create a different kind of action
heroine with Konoko. She was going to be tough as nails, but just a
touch vulnerable (you know, to play boys' undeveloped sense of
chivalry). She had angst like any young hero, but she was not going
to be weepy and whiny or hormonal. She was never to be portrayed as
some sex object. But, it was tough trying to keep to that path when
our marketing venues wanted to see some skin. I had to compromise
one cover illustration. Instead of her being drawn practically
naked with nothing but her ammo belt, bandoliers, and two guns, I
drew her with a torn and battered costume. So, instead of just
having a sexy look, she has this "Come any closer, and I'll kick
your ass!" look. But, apparently, that was even sexier. I just
can't win! [laughs]

Konoko, a "different kind of action
heroine."
Szabo: There's obviously still very few women
in the videogame business. What has that been like for you?
McLees: I like to think that it has been pretty
easy. I grew up with four brothers, so I'm used to the attitudes
and general, uh … behavior. My brothers also had a lot of influence
in my hobbies. I had early and frequent exposure to comics, games,
sci-fi, anime, fantasy, and military stuff—stuff that a lot of the
guys in games are into, but not many other women are into. So, I
get along pretty well. I put up with obscenities, lots of trash
talk. I just wish they wouldn't flash the person behind me a birdy
when I'm looking right at them, or worse, moon somebody in
the same room I'm in! But, above all that, there is this one damned
annoying thing: None of the guys understand what happens when I go
through PMS.
Szabo: [laughing] Those are some pretty crazy
working conditions! Are you seeing any changes in the industry? Are
more women getting into the field?
McLees: I can't rightly say I'm seeing any
changes. There are definitely other women who work in the videogame
industry. You'll often find them in the publishing side of things,
instead of game development—graphic designers working on manuals,
localization teams, perhaps as program managers—positions that
require good organizational and personnel skills. If the recent
addition of three female contractors here at Bungie is any
indication, I would say, yes, more women are getting into the
field.
Szabo: What advice would you give people
interested in a career in videogame art, and to women in
particular?
McLees: Develop your craft. Know what the job
entails. Make sure you have the skills needed to be successful in
that job. Companies tend to hire based on skill, not gender.
However, I think large companies would lean in a woman's favor to
diversify their ranks. But, would you want to work at a place that
hired you based on your gender more than your skill?
Szabo: Very good point. Now, I know you also met
your husband through Bungie. How do you like working together? Do
you get "gamed out" sometimes?
McLees: I like working with Robert, even if it is
indirectly. We pretty much see each other as husband and wife
before we get to the office, at lunch, and after work, once we've
left the premises. The rest of the time we are just coworkers who
know each other really well. The guys seemed to have adjusted to
that notion okay, but I can tell that sometimes they forget, and
sometimes I get the feeling they think that what one knows, the
other does—or that, if one feels one way about a particular
subject, so would the other. As for "gamed out?" [chuckles]
There've been times when we'd be in the middle of this discussion
that started before we left the office and lasted long into the
evening, and I'd just have to say, "Could we come home now?" It's
really important to me that we can leave work behind and actually
be a family.

Superwoman—wife, mom, artist,
gamer.
Szabo: Speaking of which, you and Robert have
baby boy now. Has that affected your feelings about video games and
the violence often associated with this form of
entertainment?
McLees: Not really. I've always felt that video
games are just that: entertainment. It's awfully fun to mow down an
opponent with a Warthog or shoot up another player with a shotgun.
But, I don't see myself getting into our truck and running down
anybody I see, or picking up a weapon and going on a killing spree.
How do I distinguish fantasy from reality? I think having moral
values instilled in me at a young age helped a lot. So, my little
boy is in trouble. He's going to have to learn to be accountable
for his actions as he's growing up. [smiles]
Szabo: Out of curiosity, what are your favorite
video games? What are you playing right now?
McLees: Halo. Super Puzzle Fighter
Turbo. Wipeout XL. Other racing and skill games. I'm
actually not playing much lately, except Halo and Halo
2 at work. I get home so late, I don't have much time to play
anymore. I love to play co-op games with Robert when we can. Oh!
But we bought a couple of Gameboy SPs, and I'm at the beginning of
Zelda: A Link to the Past.
Szabo: So, what do you see in the future for video
games?
McLees: More realistic graphics, more co-op play.
Everything will be playable online.
Szabo: Thanks, Lorraine, for your interesting
insight. We look forward to seeing more of your art with Halo
2 and other Bungie games coming down the pipe!
