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Abrash, Michael Computer Literacy interview
by Chris MacAskill
(oct, 1997)
[3/3] Graphics guru and ex-id software programmer Michael Abrash talks about himself, his new graphics book, and technology. He also gives some advice to aspiring game programmers.
Alden, Scott RitNews interview
by Abe Rahey
(apr 6, 1998)
[2/3] Programmer for Ritual, Alden tells about a normal work day, how he got his job, and Sin.
Anderson, Beau Ultimate SiN interview
by Maarten Goldstein
(nov 1, 1997)
[2/3] Ritual software artist Beau Anderson talks about his path to Ritual, art tools, and a bit about SiN.
Anderson, John (Dr Sleep) Daikatana JIT interview
by Zealot
(dec 2, 1997)
[3/3] John Anderson's well-written answers to design questions make this an excellent interview with an ION Storm level designer.
Adrenaline Vault interview
(nov 7, 1997)
[3/3] Anderson answers typical level designer questions about his start, his job, the elements of a good level/designer, and how to get hired.
Razoredge interview
(jan 26, 1997)
[3/3] "Sleep" speaks about level design, game music, and multiple Johns.
Daikatana Cabana interview
by Sandmoose
(mar 23, 1997)
[2/3] Anderson gives a history of his life as a level designer, from Monolith to his current job at ION Storm. He briefly goes into Daikatana after talking about his design habits.
C interview
by Chris Mair
(oct 4, 1997)
[2/3] Unfocused but amusing answers to 10 questions whose topics include books, movies, music, shoes, and favourite color.
who's who profile
Antkow, Christian (Disruptor) New Vore Times interview
by Janitor Bob
(mar 26, 1997)
[3/3] Antkow describes his job and his journey to becoming an id employee.
Quake 2 Times interview
by Paul Ryder
(aug 8, 1997)
[3/3] Disruptor talks about Quake 2, level design, and how he arrived at id software.
Rust interview
by Fishman
(apr 7, 1998)
[3/3] Xian on a typical day, Q3, Texas, and level design.
who's who profile
Backman, Ted Valveworld interview
(june, 1998)
[2/3] Valve's Ted Backman on Half-Life and the modelling process.
Bailey, Kelly Jaspur's half-life interview
by Jason Thierbach
(aug 26, 1997)
[3/3] After describing his musical background, valve software employee Bailey answers questions about inspiration, his equipment, and his experiences with the half-life sound system
who's who profile
Barr, Greg (Manx) QII depo interview
(feb 8, 1998)
[2/3] Raven software level designer Barr talks about himself and level editing/design.
Beal, Vangie (Aurora) Gamegirlz interview
(jan 23, 1997)
[3/3] Gamegirlz.com founder Aurora is interviewed about her background, her site, her plans for the future, and herself.
Bergman, Jason Spectrum newspaper article
by Andrew Wu
(jun, 1997)
[3/3] In a well-written article, sound designer Jason Bergman describes how he transmogrifies ideas into aureality.
who's who profile
Bickell, Dan Chopshop interview
by Jonathan Daughtrey
(sep 6, 1997)
[3/3] Bickell tells how he got into graphics editing and describes his life as a skin artist.
who's who profile
Biessman, Eric Electric Play profile
by Chris Mair
(nov 1997)
[2/3] Raven software designer Biessman talks about his job experiences, his design style, and himself.
Leveled profile
by Mattias Konradsson
(sep 4, 1997)
[2/3] Biessman gives details about his favorite level, career, inspiration, and also hands out some editing advice.
C interview
by Chris Mair
(oct 4, 1997)
[2/3] Unfocused but amusing answers to 10 questions whose topics include books, movies, music, shoes, and favourite color.
Bleszinski, Cliff Profile interview
by Andrew Wu
(oct 18, 1997)
[3/3] Co-designer and lead level designer Cliff Bleszinski, Epic megagames employee, is profiled from his humble beginnings with Space Invaders and "Spermatazoa", to his current work on Unreal.
Bowen, Kevin (Fragmaster) Planetquake interview
by James Fudge
(jul 21, 1997)
[3/3] Kevin Bowen, content director of planetquake, talks about planetquake, the new vore times, and interviews.
who's who profile
Brandon, Alex Shadows interview
by Sean Green
(oct 22, 1997)
[3/3] Green interviews Epic megagames musicman Alexander Brandon, who is working on Unreal's soundtrack. Brandon tells how he got he got started and how he got his job. He answers good questions about music theory as it relates to game soundtracks and describes how he composes.
Unreal nation interview
by Kevin Stone
(aug, 1997)
[2/3] Brandon shares information about his background, music equipment and what he thinks about Unreal.
Broussard, George New Vore Times interview
by Kevin Bowen
(mar 22, 1997)
[2/3] Kevin Bowen (Fragmaster) inquires about the old hipnotic/3d realms split; President Broussard talks about 3drealms's projects.
Voodoo extreme interview
by Billy Wilson
(sep 24, 1997)
[2/3] Besides briefly talking about himself, Broussard mainly compares the upcoming Prey to the competition.
Cannon, T. Elliot (Myscha) Shadows interview
by Sean Green
(sep 21, 1997)
[3/3] An Epic megagames designer working on Unreal, Cannon describes his job and past efforts. He also delves into his thoughts on game design and what he thinks is important in a level.
Adrenaline Vault interview
(nov 7, 1997)
[2/3] Cannon answers typical level designer questions about his start, his job, the elements of a good level/designer, and how to get hired.
Unreal nation interview
by Andy Black
(may, 1997)
[2/3] Black asks about Unreal's following, design, technology, and about Unreal as a project. He pits Unreal against Quake, but asks some good questions.
Voodoo extreme interview
by Wilson, Ross, Fudge (oct 10, 1997)
[1/3] About unreal. (also includes the origin of his alias)
Carlson, Rich Stormtroopers interview
(mar 8, 1998)
[2/3] ION Storm designer Rich "Zdim" Carlson talks about himself and the development of Anachronox.
C interview
by Chris Mair
(oct 4, 1997)
[2/3] Carlson answers ten unfocused but amusing questions whose topics include books, movies, music, shoes, and favourite color.
Carmack, John Bootnet interview
by St. John
(nov, 1997)
[3/3] In a rare interview, id software's lead programmer John Carmack (as well as Brian Hook) speaks frankly about techie issues such as D3D, OpenGL, and patenting.
Electric Playground interview
by Victor Lucas
(oct 4, 1997)
[3/3] Carmack tells a few anecdotes about the beginning of id. He also gives his view on various gaming industry issues and the next level.
PC zone interview
by David McCandless
(sep 13, 1997)
[3/3] Carmack describes his past expectations of id games and talks about the next generation of technology.
Bluesnews interview
by DR_Bone
(jan 8 1997)
[3/3] The always sagacious John Carmack responds in detail to an interview focusing on the "new" id software, and, of course, technology's next generation.
who's who profile
Carter, Dave Unreal Nation interview
by Kevin Stone
(jun 1997)
[1/3] Epic megagames modeler Dave Carter answers a few questions about his work on Unreal, but the other 80% of the interview deals with Unreal itself.
Casali, Dario 3d Alpha interview
by Jeremy Wagner
(june, 1998)
[2/3] Dario Casali talks about his job, level design, and his company, Valve software.
Jaspur's half-life interview
by Jason Thierbach
(aug 7, 1997)
[2/3] Casali outlines how he got to Valve and what's being planned for half-life.
who's who profile
Case, Stevie (Killcreek) New Vore Times interview
by Fragmaster
(mar 97)
[3/3] Female quaker Stevie Case, aka Killcreek, tells about how she administered a manbeating to Romero.
Gamespot interview
by Tim Soete
(1997)
[3/3] Case discusses how she beat Romero, how she plays, and of course, Quake and other games.
Electric Play interview
by Roger Earl
(may 1997)
[3/3] Interviewed at E3, Case talks about SpaceOrbs, her "figurehead status", and sex issues in gaming.
Mo'z interview
by Mo'z
(nov 1, 1997)
[2/3] Case, in a phone interview, talks about the FRAG, deathmatching, and her desire to be a level designer.
Adrenaline vault interview
(sep 8, 1997)
[2/3] Killcreek talks about her experiences as a female Quaker and about things to come.
Boston Globe article
by Michael Saunders
(jun 19, 1997)
[2/3] In a brief article, Case describes her gaming past and the match with Romero.
who's who profile
Cash, John Planetquake interview
by Kevin Bowen
(oct, 1997)
[3/3] As Quake 2 nears completion, id software's lead Quake 2 programmer takes a break to talk to Fragmaster. Cash's responses are candid and often entertaining, dealing with topics such as his quake-playing children, his work on Quake 2, and of course the famous Cash Diet plan.
Caudle, Shane Unreal nation interview
by Kevin Stone
(sep, 1997)
[2/3] Unreal designer Shane Caudle answers questions about his background and unreal's editor.
Cloud, Kevin Gamasutra interview
by Alex Dunne
(jan 23, 1998)
[3/3] Artist, co-owner, project manager Kevin Cloud of id software describes the challenges of Quake II development, texturing, and the id art team. He also details how project management works at id.
'Video game design' interview
by h0l
(dec 4, 1997)
[3/3] Cloud chats mostly about id's past.
Cole, Stephen Adrenaline vault interview
(sep 13, 1997)
[2/3] Along with two other mappers, 3d realms employee Stephen converses about how he was hired, his previous ambitions, and about what it takes to be a mapper.
Collins, Andrew Daikatana JIT interview
by Zealot
(nov 14, 1997)
[2/3] ION texture artist Collins answers a few basic questions, some well focused texturing questions, and a slew of miscellaneous queries.
Costinak, Walter (|2|) Callaham interview
by John Callaham
(dec 18, 1997)
[3/3] Graphics guru and web designer Costinak reveals his background and talks about Quake, graphics, and web design.
Ritual interview
(may 26, 1998)
[3/3] Costinak tells how he got into web design and answers several strange "if you were an X, what type would you be?" questions.
Cozzens, Brian (whaleboy) Stomped interview
by Samir Sandesara
(1997)
[3/3] 3d realms Artist Brian Cozzens discusses computer art as a new media.
New Vore Times interview
by Kevin Bowen
(mar 10, 1997)
[2/3] Brian Cozzens talks about who he is, how he got his (previous) ION Storm job, and what he does.
SGC interview
by Joost Schuur
(jun 24, 1997)
[2/3] Whaleboy talks about quake editing and his web sites.
Cult of Phoebus interview
by James Fudge
(sep 25, 1997)
[2/3] Cozzens reveals why he left for 3d realms, what he thinks of the work atmosphere, and what he is contributing to the team.
who's who profile
Crist, Chuck Daikatana JIT interview
by Zealot
(jan 15, 1998)
[3/3] ION Storm texture artist Chuck Crist describes his texture style, the Daikatana Team dynamic, and his favourite DM insult.
Cupka, Patrick (void) Profile interview
(nov 19, 1997)
  Cupka, webmaster of DemoLand and the defunct Void, is interviewed about his sites and himself.
Dangcil, Jim (reptile) Methos interview
(may 1998)
[2/3] Expert quaker and DeathRow clansman reptile talks about his gaming background, beating Thresh, and clan issues.
Dawson, Tom (gollum) Mo'z interview
(nov 1, 1997)
[1/3] Cyberathlete Gollum talks about his handle and Quake.
Divine, Christian Telefragged interview
by Michael Whitlatch
(apr 1, 1998)
[3/3] Divine, a ION Storm screenwriter, discusses the importance and the future of writing in the game industry. Comparing his craft to the media of film, Divine also gets a chance to describe himself and his life as a writer.
Dochtermann, Mark New Vore Times interview
by Kevin Bowen
(mar 19, 1997)
[3/3] Dochtermann, currently a ritual entertainment programmer, gives his take on the 3d realms/hipnotic split, scourge of armagon, and on the future of ritual.
HardCorps interview
by Bill Mull
(apr 4, 1998)
[2/3] Mark talks about a typical day, SiN, and how he got to his job.
who's who profile
Duffy, Robert A. SPQ2 Level Heaven interview
by Matt Sefton
(jan 9, 1998)
[2/3] Radiant map editor programmer Mr. Duffy discusses the beginning, development, and future of his editor.
Ravage interview
by Wolfen
(jan 9, 1998)
[2/3] Background, gaming, and Radiant.
Quake Workshop interview
(mar 8, 1998)
[2/3] Duffy talks about himself, editing, and the development of QERadiant.
Duncan Big One interview
by Chris Murdock
[1/3] Valve game/level designer Duncan answers many short and non-related questions
Feltrin, Ryan (Ridah) Hooded Claw interview
by Richard Smith
(oct 23, 1997)
[2/3] Quake Rally developer Ridah talks about the genesis and future of QR. He also describes what developing QR and X-men was like.
Fong, Dennis (thresh) Gamespot interview
by Tim Soete
(jul 24, 1997)
[3/3] Expert Quake-player Thresh talks about what he won at red annihilation, his quake habits, and gives some advice to aspiring quakers.
Gamecenter interview
by Erica Smith
(jul 25, 1997)
[2/3] Dennis Fong reveals what he thinks about his own abilities, his motivation, and gives some simple deathmatch tips.
Net Insider interview
by David Sims
(jan 26, 1997)
[2/3] After a short profile, Fong talks about playing quake and online gaming.
US news article
by Brendan Koerner
(jul 21, 1997)
[1/3] US news focuses on the red annihilation tournament and on what Thresh is currently working on.
ZDnet interview
by Vince Broady
(jul 25, 1997)
[1/3] Thresh quickly gives points on winning deathmatches and talks about his control setup.
who's who profile
Fudge, James (Prophet) Focus on Quake interview
by Julianne Gentile
(dec 10, 1997)
[3/3] Freelance writer/reporter Fudge, on the other side of interviewing. Short, but interesting.
Fukuda, Steve Chopshop interview
by Jonathan Daughtrey
(sep 6, 1997)
[2/3] Fukuda, proprietor of the original QuakeLab, discusses his editing experience and his upcoming Apocalypse TC.
Gibson, Steve (sCary) New Vore Times interview
by Jonathan Campbell
(nov, 1996)
[3/3] A Pre-Hipnotic/Ritual sCary talks about himself and his ol Quakeholio.
New Vore Times interview
by Kevin Bowen
(mar 14, 1997)
[2/3] Ritual employee Steve 'sCary' Gibson talks about how he was hired and answers other strange questions.
Temple of Mur interview
by Murdoch
(jul 28, 1997)
[1/3] sCary talks gameplay.
who's who profile
Gray, Richard (Levelord) New Vore Times interview
by Kevin Bowen
(mar 17, 1997)
[3/3] The levelord at ritual entertainment reveals how he got started in the gaming industry. He also talks about Scourge of Armagon and answers some level editing questions.
Gamesmania interview
(mar 14, 1997)
[3/3] Gray starts with his humble beginnings as a game player, discusses his thoughts on level design, and ends with his opinion of opportunities in the industry.
Electric Play interview
by Roger Earl
(1997)
[3/3] On design, style, SiN, and how to be a level designer (tm).
Adrenaline Vault interview
(nov 7, 1997)
[2/3] Grrray answers typical level designer questions about his start, his job, the elements of a good level/designer, and how to get hired.
Leveled profile
by Mattias Konradsson
(sep 4, 1997)
[2/3] Besides offering editing advice, Levelord answers questions about his career, source of inspiration, and favorite level.
C interview
by Chris Mair
(oct 4, 1997)
[2/3] Unfocused but amusing answers to 10 questions whose topics include books, movies, music, shoes, and favourite color.
who's who profile
Hadwin, Michael P. Voodoo extreme interview
by Alex Ross
(jan 12, 1998)
[1/3] SiN Q&A with Ritual artist Hadwin.
Hall, Tom Gaming nexus interview
(aug 20, 1997)
[3/3] An ION Storm designer, Tom talks about what made him decide to be a game developer, lists sources of inspiration, and expands on the aim of his upcoming game Anachronox.
Keen interview
(jul 1998)
[3/3] Hall on the early id team and Commander Keen.
Gamespot interview
[2/3] Gamespot asks why Hall left apogee, what he thinks of Prey, and what he sees in the crystal ball for future games.
Unreal nation interview
by Andy Black
(aug 1997)
[2/3] Hall quickly talks about ION Storm, his work roots, and Anachronox.
3D Alpha interview
(june 1998)
[1/3] On Anachronox and Hall's beginnings in the biz.
Warzone interview
(apr, 1998)
[1/3] Hall's background and Hall's game, Anachronox.
who's who profile
Harrington, Mike Contaminated interview
by jaspur
(may 1998)
[1/3] Valve founder Harrington talks a bit about game development, but mostly about Half-Life.
Harris, Natasha (hellkitten) South African Quake news interview
by ThrusT
(oct 24, 1997)
[2/3] Female quaker HellKitten talks about her history, Quake, and harrassment.
Haskins, William stormtroopers interview
by Carl Frendzel
(nov 10, 1997)
[1/3] About ION writer Haskins's job and a few misc. topics.
Heaslip, Stephen (Blue) New Vore Times interview
by Jonathan Campbell
(jul 24, 1997)
[3/3] In an old and entertaining interview, Blue of bluesnews.com reveals the secret origin of his name, what he really thinks of riblets, and some of his most favorite things.
Gamers Extreme interview
by Manu Smith
(1997)
[3/3] Smith colors in Blue's background and discusses various aspects of Blue's site.
who's who profile
Hook, Brian Bootnet interview
by St. John
(nov, 1997)
[3/3] In a rare interview, id software 3d programmer Brian Hook (as well as John Carmack) speaks about techie issues such as OpenGL.
Planetquake interview
by Russell Lauzon
(jun 30, 1997)
[3/3] Brian Hook answers questions about his history in gaming, quake 2, and bounciness. He also reveals what life at id is really like.
PMS interview
by Aurora
(jun 28, 1997)
[3/3] Through IRC, Hook talks about who he is, what he likes, and what he does in his spare time.
gamegirlz interview
by Aurora
(nov 28, 1997)
[3/3] Concerning developer relationships, female programmers/quakers, and Hook's future at id.
'Video game design' interview
(sep 13, 1997)
[2/3] Geared toward programmers--techie issues and programming.
Q2CTF interview
(jan 8, 1998)
[2/3] Twenty unrelated questions with short but interesting responses.
Voodoo extreme interview
by Billy Wilson
(sep 16, 1997)
[1/3] Brian Hook talks Quake 2 tech.
Big one interview
by Chris Murdock
(1997)
[1/3] Hook gives one-line answers on his life.
who's who profile
Hooper, Matt C interview
by Chris Mair
(oct 4, 1997)
[2/3] Unfocused but amusing answers to 10 questions whose topics include books, movies, music, shoes, and favourite color.
Hushvahtov, Peter (voin) Razoredge interview
by Nathan Smith
(dec 1, 1997)
[1/3] Voin, an ION Storm artist, talks about himself, Daikatana, and designers he admires.
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