Sound creation was done by a mix of finding existing snippets ( sound libraries) and recording original source ( foley). Was that mostly finding and cutting bits from the sound ideas library or did you also create sounds yourself? ( "American was responsible for handling Quake's sound.") John Romero and you created many of the sounds. But regrets are pretty useless unless you can learn from them - and I've done my learning and moved on. And I was impacted by some people's actions in ways that were painful. I was young and immature, so I did some immature things. My regrets have little to do with the products and more to do with the people. ![]() "Lava" used in the way it was in Quake/Quake2 has become something heavily associated with my style of design - and it's certainly found in FPSs… but that's probably just because it's the best design material ever created, not because I had anything to do with it.Īnd is there something you do regret, something that really should not have ended up in the final product like that? Level design was my main contribution to the id products, and within that portion of the work I think things like level "traps" and "lava" were some of my favorite ideas. Looking back, what else do you feel as significant influences you had on the final product? Did some of your design decisions influence later FPS games? Be bold! Shortly after Quake's release you said the nailgun was your favourite creation for the game. There was also a significant portion of the scripting code (QC) for many basic things in the game (from enemies, weapons to doors and plats). Hi American! We know you created a whole bunch of levels for Quake, what other elements of the game did you design?Ī fair number of the sound effects came from me. (NIN related website, 1997?) Tale of Tales (Alice related website, 2007) A Ask Me Anything (2011) Let's go! Leveled Profile (1996?) Quake 2 Workshop (1997?) Fragmaster on Planetquake (1997?) American McGee talks about Quake, Trent Reznor, and live virtual homicide. Stalk him on his website, Youtube, Vimeo, Flickr, Twitter Profiles: Mobygames, Wikipedia, Everything2, What do people use to get stuff done? It is my pleasure to present this to you. Nevertheless, I got a nice mail back and behold, more interesting answers than I dreamt of. In anticipation of Quake's 15th anniversary I drafted many many questions and bombarded him with them just before the new Alice's release. He then went to design games himself, became (even more) famous with the third-person action-adventure American McGee's Alice to which he just returned with madness, erm, Alice: Madness Returns with his studio Spicy Horse ("Ma La Ma" in chinese which probably has something to do with his llama fetish) American was let go from id during the troublesome time after Quake's release but not before having contributed to Quake 2. He quickly advanced to level design and with Quake he not only created a significant amount of the levels, he also formed much of the game we all love so much. American Mcgee joined id Software during the Doom days as tech support guy.
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