Here's the last installment of my interview with Sandy Petersen. We chat about his time on id, which includes a lengthy section on Sandy's philosophy of level design. Then we move on to Ensemble, with a discussion of team sizes and Microsoft's callous treatment of this hardworking and proven team. We wrap up with a chat about jobs and what Sandy likes to see on a resume.
Download the podcast.
I'm back this week for the third and final part of my interview with Ms. Jennell Jaquays. In this part we talk about her game 4x4 Off-Road Racing, a fun little game published by Epyx (Amiga version shown here). Then we talk about her time at id and Ensemble, focusing on Age of Empires III and the War Chiefs expansion, her favorite project of all time. We wrap up with a great discussion about what it takes to get (and maintain) a good job in the games industry.
You can download the mp4 here. I'm saving for a new hard drive (mine is full again), so your donations are especially helpful at this time. Click here to make a one-time donation or set up a subscription.
This week's Matt Chat is really something special--Scott Miller tells the exciting, spy-novel like strategy he had to use to recruit star talent John Romero, who was laboring under a contract with the militant Softdisk group. He then goes on to recount his falling out with Carmack over Rise of the Triad. But I know what you've really been waiting for--the story of The Duke! With no small emotion, Scott talks about how the character came about, why people loved Duke Nukem 3D so much (including the strippers), and how he feels about the publisher's decision to rip the game out of his hands and give it to Gearbox. Even though the game was finished (just lacking console ports), Gearbox will probably end up with the credit despite all the years of TLC put into it by Scott Miller and 3D Realms. You really don't want to miss this one.
You can download the mp4 here.
Here it is, folks, the audio from my 2-hour long interview with superstar developer John Romero. Although you can't hear my side, you won't have any problem following the conversation. The bulk of the conversation concerns Romero's personal history from childhood through Daikatana. You'll hear about the development of Commander Keen, Wolfenstein 3D, Doom, and Quake. Romero also discusses World of Warcraft, Star Trek, women in gaming, and plenty of other topics. Enjoy!
Note: It's a 90 megabyte file, so you might want to right click above and save as. The videos are below for your convenience.
Here it is, the one you've all been waiting for! In this episode, we discuss the infamous Daikatana and the ill-fated ad campaign ("John Romero will make you his $@$@@"). If you've enjoyed the other Romero episodes, you definitely can't miss this one.
Here's part IV of my John Romero interview series, this time on Quake.
Here's the latest installment of my interview with John Romero. I need to decide now whether to dedicate a separate episode to Quake or just finish up with one last segment. Anyway, here's the video:
Hi, all. This week, I return to my extensive Romero footage to bring out the story of one of my favorite first-person shooters, Wolfenstein 3D. Many historians argue that this game was the first "modern" first-person shooter, though there were of course plenty of precedents. Romero points out that it was the first texture-mapped 3D game with a guy holding a gun (earlier ones tended to be tank turrets or flight sim-style games). We also talk here about Silar Warner's Apple II masterpiece Castle Wolfenstein, which inspired Romero and Carmack's game.
Here's the latest Matt Chat, this time with rockstar designer John Romero!