Interviews


Sierra designers, producers, and advisors reflect on the process on translating the law enforcement experience to the PC.


Current Interviews

Rod Fung, Producer
“It would be near impossible to include the level of detail we have in SWAT3 if it weren't for their shared real world experiences.”



Interview Archive

SWAT 2

Letter from Susan Frischer, SWAT 2 Designer
“This designer's newsletter is a post mortem of sorts, a summary of the development process.”

SWAT 1

Tammy Dargan, SWAT 1 Producer and Director
“Rod Fung and I went to the Angeles range when the snipers were out there. It's funny. You think of SWAT officers, particularly the snipers, as being cold-blooded, steely-eyed killers, really mean and cold, but they're all gentlemen.”

Daryl F. Gates, Advisor
“I think SWAT gives the person who's playing the game an entirely different view of what police officers are faced with and how difficult it is.”

Police Quest 4: Open Season

Daryl F. Gates, Advisor
“I always enjoyed being a police officer, even the toughest parts.”

Daryl F. Gates, Advisor
“..we can try to give people a better appreciation for what officers face on the job and encourage a willingness to support them.”

Police Quest 3: The Kindred

Jim Walls, Designer and former California Highway Patrolman
“I think the authenticity and that feeling of reality had a lot to do with the game's success.”