Portrait of Lorne Lanning.

Lorne Lanning

Builder of Odd Worlds

A visual-effects director who co-founded Oddworld Inhabitants with Sherry McKenna, then made a meat-factory worker’s escape a test of how many others he brings out.

GameSpeak
Gives the player a few spoken words to lead frightened workers out.
Cracked Mirror
Disguises meat-packing and extraction as a strange planet’s business.
Worth More Alive
Pays the bounty hunter better for captives than for corpses.

Lorne Lanning

Builder of Odd Worlds

Start hereAbe’s OddyseeOddworld Inhabitants team; directed by Lorne LanningExplore project

Lorne Lanning moved from painting through missile-defence animation to Hollywood visual effects, then left effects to make games about the creatures at the bottom of a food chain. In Abe’s Oddysee a meat-factory labourer learns that his own people are to be the next product. With a handful of spoken words he can talk other workers into following him out, and the ending judges him by how many he saves. Lanning described Oddworld as a cracked mirror for our own world. With Sherry McKenna as co-founder and a studio of animators, designers and programmers, he spent the next three decades testing how far that mirror could bend: into 3D, into a bounty-hunter western, and back to Abe as an independent company.

1980s–1994

From the easel to missile-defence animation

Lanning trained first as a painter. In the early 1980s he studied photo-realism and commercial illustration at the School of Visual Arts in New York and paid his way as studio manager and assistant painter to the artist Jack Goldstein. Oddworld’s own biography says the still image came to feel too confining, and that Goldstein’s work pushed him towards film, effects and animation. He went on to the California Institute of the Arts, graduating with a BFA in character animation.

His first animation job was unusual for a future game-maker. At the TRW Visualization Center in Redondo Beach he was technical director of computer animation on films that visualised aerospace concepts, including the Strategic Defense Initiative. Looking back in 2019, he told Newsweek that a small team turned scientists’ jargon into pictures for military leaders, and that the experience left him seeing the world as fragile and full of problems.

He then moved to Rhythm & Hues in Hollywood, chosen for its computer-animated commercials, films, station identifications and motion-simulator rides. There he rose from technical director to art director, creative director and visual-effects supervisor, on work that included attractions for Euro Disney and MCA/Universal. The habits of an effects house, where design is solved on paper before expensive rendering begins, came with him into games.

1994

Two years of persuading Sherry McKenna

At Rhythm & Hues Lanning met Sherry McKenna, already an established producer of commercials and effects. He persuaded her first to join the studio and then, over two years, to start a games company with him. By Oddworld’s own account she found games ugly, confusing and loud, and agreed only when he promised a beautiful, intuitively controlled game with a meaningful story that they could also fund, build and get published. Oddworld Inhabitants was founded in September 1994 and settled in San Luis Obispo, California, with McKenna as chief executive and Lanning as president and creative director. As Lanning later told Edge, neither of them had made a game before.

The plan was a Quintology: five games, each introducing a hero who would join a growing band of rebels against the exploitation of people, cultures and land. It would end in a consumer metropolis but begin with the lowliest worker in a meat factory. In an interview for his publisher’s Oddworld website, given while Exoddus was being made, Lanning described the method: wrap deforestation, extinction and over-harvesting in an unworldly fantasy, then add “humorous additives” so the hard material goes down more easily. He designed each species by asking where it stood in the food chain and what its evolution had made it want. He insisted the studio had never seen the Glukkon bosses and Slig guards as simply evil.

He also brought an effects-house production model. Chris Ulm, his assistant director, worked with him on story; production designer Farzad Varahramyan’s department drew every creature and building on paper before anyone touched a computer; animators including Scott Easley and Angie Jones built characters in Maya, while matte paintings made in Photoshop became the backgrounds. Varahramyan joked to IGN in 2000 that when Lanning called a sheet of designs “a good start”, it meant the team was nowhere near finished.

Major games and software projects

  • 1997 · Oddworld Inhabitants team; directed by Lorne Lanning

    Abe’s Oddysee

    Explore & play

    About this object

    PlayStation CD-ROM. A Dæmon display study using artwork from the work, rather than a reproduction of its retail label. A physical edition of this work is represented. The printed face uses existing work artwork as an interpretation, rather than claiming to reproduce that edition’s original label.

    Artwork source · Physical edition

  • 1998 · Oddworld Inhabitants team; directed by Lorne Lanning

    Abe’s Exoddus

    Explore & play

    About this object

    PlayStation CD-ROM · one disc of a two-disc edition. A Dæmon display study using artwork from the work, rather than a reproduction of its retail label. A physical edition of this work is represented. The printed face uses existing work artwork as an interpretation, rather than claiming to reproduce that edition’s original label. One disc represents the original two-disc PlayStation edition.

    Artwork source · Physical edition

  • 2001 · Oddworld Inhabitants team; creative direction by Lorne Lanning

    Munch’s Oddysee

    Explore & play

    About this object

    Xbox DVD-ROM. A Dæmon display study using artwork from the work, rather than a reproduction of its retail label. A physical edition of this work is represented. The printed face uses existing work artwork as an interpretation, rather than claiming to reproduce that edition’s original label.

    Artwork source · Physical edition

  • 2005 · Oddworld Inhabitants team; creative direction by Lorne Lanning

    Stranger’s Wrath

    Explore & play

    About this object

    Xbox DVD-ROM. A Dæmon display study using artwork from the work, rather than a reproduction of its retail label. A physical edition of this work is represented. The printed face uses existing work artwork as an interpretation, rather than claiming to reproduce that edition’s original label.

    Artwork source · Physical edition

  • 2014 · Just Add Water and Oddworld Inhabitants teams; creative direction by Lorne Lanning

    New ’n’ Tasty

    Explore & play

    About this object

    PlayStation 4 Blu-ray · Limited Run edition. A Dæmon display study using artwork from the work, rather than a reproduction of its retail label. A physical edition of this work is represented. The printed face uses existing work artwork as an interpretation, rather than claiming to reproduce that edition’s original label. Represents the later 2016 Limited Run PS4 physical release of the 2014 work.

    Artwork source · Physical edition

  • 2021 · Oddworld Inhabitants and partner teams; creative direction by Lorne Lanning

    Soulstorm

    Explore & play

    About this object

    PlayStation 4 Blu-ray. A Dæmon display study using artwork from the work, rather than a reproduction of its retail label. A physical edition of this work is represented. The printed face uses existing work artwork as an interpretation, rather than claiming to reproduce that edition’s original label.

    Artwork source · Physical edition