simply the best;

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Dallas News profile
with John Romero
A truly detailed epic profile of John Romero. In this extremely well-written profile, the profiler Copilevitz begins with an entertaining anecdote about a twelve year old Pac-Man-playing Romero. Copilevitz interviews Romero's relatives who reveal various facets of Romero's life as a young man. The profile details what Romero was like in elementary school and continues to trace his career as a programmer. It follows Romero from air bases in England to burger kings in California to the founding of id software. The profile passes through Keen, Wolfenstein, Doom, and finally Quake. Copilevitz conveys Romero's sense of detail and revolutionary sense of style in this fascinating read.
Bootnet interview
with John Carmack/Brian Hook
OK, I admit it. I have a yen for interviews with studly id programmers. In this interview, Carmack and Hook speak frankly about techie issues involving technologies and design. Even fun if you're a non-geek. (Pictures too.)
Electric Play interview
with John Carmack
Carmack actually reveals some information about his past and about id software. He also answers questions about his gaming habits and gives his opinion on key gaming issues. Carmack then discusses the design of Quake 2 and the "next generation".
PC Zone interview
with John Carmack
Carmack, who rarely does interviews and generally stays out of the public eye, talks about his past expectations of his engines and about the next step of technology. There's no such thing as a bad Carmack interview.
Planetquake interview
with Paul Jaquays
In perhaps one of Fragmaster's longest interviews, Jaquays talks about many topics from his background to his opinions on the gaming idustry. Jaquays recounts his lengthy background in the industry, talks about how he designs levels, and even lists the most significant events in gaming history. Fragmaster, a classic gaming connoisseur, even converses with Jaquays about his experiences in the gaming industry of the 1980s.
Edge interview
with John Romero
A very long interview with John Romero. Romero answers questions about how he got his start, and offers insights into the early days of id software. He continues talking about his experiences from Keen to Doom. Romero then discusses the trouble at id during Quake and explains, in detail, his vision for the then nascent company of ION Storm.
Planetquake interview
with Tom Mustaine (paradox)
Tom Mustaine, ritual level designer, just bounces off Fragmaster's strangeness. Mustaine also tells an intriguing story about his life as a gamer and designer and talks a bit about his work and Scourge of Armagon.
Gamesmania interview
with Richard Gray (levelord)
The tale of a gamer who once loved Doom, and was hooked on editing ever since he moved one wall of E1M1. Richard Gray, the levelord, talks about his varied history and discusses the balance of game design between engineering and art. More interestingly, Gray describes his life and his passion.
SPQ Level Heaven interview
with Steve Rescoe
ION Storm designer Steve Rescoe answers great questions from webmaster and mapper Matt Sefton. Rescoe discusses his past and his editing. He also expands on his design style and on the ingredients necessary for a great single player level. He also lists a his favourite levels, designers, and monsters.
Captured interview
with Dave "Zoid" Kirsch
Dakota's interview with Kirsch, "father of CTF" and QuakeWorld maintainer, covers a good variety of topics, but the excellently focused questions set this apart from other interviews.
Videogamedesign.com interview
with Marc Laidlaw
Laidlaw, writer slash level designer at valve software, starts with his Tempest addiction and continues to detail his start in the industry. He talks about his two loves, writing and now game design, and tells about his job and his cyberpunk literary background.
Gamasutra interview
with Kevin Cloud
Kevin Cloud, artist, co-owner, and project manager at id, describes the biggest challenges he faced working on Quake II. Cloud discusses art skills with respect to the transition to Trinity. He also describes his texturing tools, the art team at id, and project management.
New Vore Times interview
with Stephen Heaslip (blue)
Jonathan Campbell interviews Blue, Stephen Heaslip, in a rather old but very entertaining piece for the New Vore Times. Blue reveals the secret origin of his name, and reveals various personal details including many of his favorite things.
New Vore Times interview
with Steve Gibson (sCary)
Campbell once again interviews a news anchor, Steve 'sCary' Gibson. Interviewed before he was hired by Hipnotic/Ritual, sCary talks about himself and the good ol Quakeholio. Funnybunny stuff.
Quake Workshop interview
with Paul Jaquays
Jaquays gives many details about his background, quake 2, and how he got into level editing. He also speaks about his design style and offers much advice to newbies and experienced designers alike.
Planetquake interview
with Brian Hook
Radpipe converses with id software's Brian Hook about his job and various technical issues. Hook talks in detail about id software and what it's actually like to work there.
Shadows interview
with Eric Reuter
Sean Green knows what to ask Eric Reuter, level designer for Epic megagames. Reuter lists the projects he's worked on before, and answers questions about what intrigued him about level design. Green also asks focused design questions that elicit long and well-written responses.
Daikatana Cabana interview
with Sverre Kvernmo
Although Sandmoose often asks only about Daikatana, Sverre offers his story of how he got into gaming as well as a list of advice to aspiring designers.
Spectrum newspaper interview
with Jason Bergman (loonyboi)
Yes I did write this, but as Sefton says, what's a page for if not a bit of self promotion.. :) Originally written for the NYU Urban Journalism Workshop program. An article about sound guru Jason 'loonyboi' Bergman.
New Vore Times interview
with Stevie Case (killcreek)
In one of Fragmaster's IRC interviews, quaker Killcreek tells who she is and talks about the much hyped battle between her and John Romero. She also talks a bit about her life and other games.
Gaming Nexus interview
with Tom Hall
Gaming Nexus devotes equal space to Tom Hall's upcoming Anachronox and Tom Hall's brain. An ION Storm founder, Hall tells what made him decide to be a game developer and what he would be if he wasn't doing what he's doing now. He also lists many of his influences and discusses Rise of the Triad, Doom, and of course his baby: Anachronox.
Planetquake interview
with Paul Steed
Fragmaster asks a few curiously strange questions, but Steed answers with his usual outspoken style. Topics include cold showers, women, and modeling.
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