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Inoxx Chronos interview
(feb 9, 1998)
[1/3] Epic LD Inoxx talks briefly about himself, Unreal, and how to get hired.
James, Brandon (killme) Quake Workshop interview
(sep 13, 1997)
[3/3] Brandon James, id software level designer, talks about how he was born "with a Pong paddle in [his] hand." He describes his editing history, and continues to discuss editing, design, and QII.
QREF interview
by Zaphod
(jul 20, 1997)
[3/3] In an IRC interview, James introduces himself and talks a bit about Zerstorer and James's first weeks at id. The second half of the interview deals with level editing and design issues.
Jaquays, Paul Planetquake interview
by Kevin Bowen
(jun 24, 1997)
[3/3] In this extensive interview, id software level designer Paul Jaquays talks about everything from his background, to how was hired, to what he thinks of id software.
Redwood interview
by Rowan Crawford
(jun 1998)
[3/3] Jaquays, in this epic-length work, discusses everything from painting and media to level design and his early career in the industry.
Quake workshop interview
(jul 29, 1997)
[3/3] Jaquays begins with some background and continues to answer questions and give advice about level design.
Sudden Death interview
(mar 10, 1998)
[2/3] Mr. Jaquays answers editing and design questions, and also gives good advice to aspiring mappers.
Jay, Josh Stormtroopers interview
(may 1998)
[2/3] An ION Storm "Texture doG" replies to a generic Stormtroopers interview.
Jones, Chuck Jaspur's half-life interview
by Jason Thierbach
(dec 23, 1997)
[2/3] Valve modeler, animator, and illustrator Chuck Jones talks a bit about his past, his training, his tools, and Half-Life. Also a few questions on art and music.
Kaltwasser, Dennis (headshot) Ramshackle interview
by Meanstryk
(nov 8, 1997)
[3/3] Hobbyist mapper Kaltwasser, partly responsible for DaPak, answers detailed map design questions.
Keränen, Iikka Planetquake interview
by Kevin Bowen
(oct 13, 1997)
[3/3] Iika Keränen, now an ION Storm mapper, talks about himself and his design style. Some of the interview deals with Keränen's personal project AirQuake. Bowen also asks some good design and editing questions.
who's who profile
Kirsch, David (zoid) Captured interview
by Darren Tabor
(may 25, 1997)
[3/3] Dakota does an great job asking Kirsch, creator of CTF and maintainer of QuakeWorld, about a variety of topics. Dakota asks some excellently focused questions.
New Vore Times interview
by Jonathan Campbell
(mar 2, 1997)
[3/3] Dave Kirsch discusses CTF, himself, the origin of his name, and what he did before Quake was released. Kirsch details the humble start of CTF and also talks about Street Fighter 2, one of his favorite games.
Planetquake interview
by Mark Surfas
(dec 3, 1997)
[3/3] Focused and well followed up questions concerning CTF, QW, id, and SF2. Surfas mixes in good historical context with plenty of content.
Quake workshop interview
(oct 15, 1997)
[2/3] Although this interview covers topics mentioned in the older New Vore Times interview, Zoid also answers some CTF questions.
Flag Academy interview
by clan Xenocide
(mar 9, 1997)
[2/3] Clan Xenocide concentrates on the release of the then new CTF and includes various other questions.
TC Magazine interview
by Flood
(may 10, 1997)
[1/3] Zoid answers CTF questions.
who's who profile
Kosak, Dave (Fargo) New Vore Times interview
by Kevin Bowen
(mar 26, 1997)
[3/3] Kosak, a webmaster and writer for planetquake, expatiates on his website and on his personal life. He gives some advice on webmastering and delves into a long essay about what a writer could do in the gaming industry.
Kvernmo, Sverre Daikatana Cabana interview
by Sandmoose
(apr 21, 1997)
[3/3] Detailing how he got his start in computers and level editing, Kvernmo, an ION Storm level designer, describes Daikatana and his design style. He also gives lengthy advice to aspiring mappers.
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
Laidlaw, Marc 'Video game design' interview
by h0l
(nov 4, 1997)
[3/3] Laidlaw, valve's writer slash level designer, details his start in the industry, beginning with Tempest. He then discusses his love of writing and game design, and talks about his job.
Loconto, Will Daikatana Cabana interview
by Sandmoose
(apr 25, 1997)
[2/3] Loconto, the "infernal master of noise" at ION Storm, talks about music and gaming.
Manglaviti, Pete (embrionic pete) Frag.com interview
by Hanif Jhaveri
(oct 17, 1997)
[2/3] Former NY Pro (sorry:) Pete Manglaviti talks about his position at Quantum Axcess. He talks about how he got into the community, his site warcouncil, and his work on Malice.
Voodoo extreme interview
by Billy Wilson
(oct 29, 1997)
[2/3] Pete talks about his varied past jobs and Malice.
Martin, Sean (redwood) New Vore Times interview
by Jonathan Campbell
(mar 2, 1997)
[2/3] Martin of redwood's news page explains the origin of his name, how he got to beta test quake, and what his life is like.
Mathews, Jack (morbid) Planetquake interview
by Kevin Bowen
(apr 1997)
[2/3] Mathews, a programmer for team gamespy, talks about quake and quakespy (gamespy's predecessor).
who's who profile
McGee, American (tokay) Planetquake interview
by Kevin Bowen
(jun 24, 1997)
[3/3] American McGee, id software's (former) resident level designer and lava lover, answers a varied group of questions whose topics range from Quake 2 to Janitor Bob.
Quake Workshop interview
by Lard (aug 4, 1997)
[3/3] McGee tells all about how he got into editing and what he thinks makes a good level. He also gives some editing advice and tips.
Zdim interview
(aug 98)
[3/3] Zdim talks to McGee (@maxis.com) about McGee's past at id software and asks various tangential questions.
Pandemonium interview
by Karatarn
(sep 22, 1997)
[2/3] McGee talks about id and quake 2.
Leveled profile
by Mattias Konradsson
(sep 4, 1997)
[2/3] American's design style is quickly profiled.
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.
IRC interview
(jan 30, 1998)
[1/3] After describing himself briefly, McGee tells about the most exciting part about working at id. McGee also gives advice to young gamers and talks about his building style, but the interview is almost entirely focused on the then-upcoming CTF and point release.
who's who profile
Miller, Scott Planetquake interview
by Kevin Bowen
(feb 23, 1997)
[1/3] The head of Apogee software talks about himself, plans, the good ol' days, g.o.d., and the PGL.
Miyamoto, Shigeru thesite interview
by Matthew Hawn
(jul 24, 1997)
[3/3] The legendary Miyamoto, the "number one game designer on the planet" as Romero describes, discusses the many elements of a classic video game.
Bitstorm interview
by Carter
(oct 23, 1997)
[3/3] Q&A about Miyamoto's origin, Mario, and Mario 64.
Nzone profile [2/3] A brief profile of Miyamoto's career and some personal info.
Nintendojo interview
(jan 1997)
[1/3] About Mario kart 64 and its design.
Molinets, Jim Leveled profile
by Mattias Konradsson
(sep 4, 1997)
[2/3] President of Rogue entertainment Jim Molinets gives editing advice and highlights his career.
Morris, Ben Jaspur's half-life interview
by Jason Thierbach
(sep 9, 1997)
[1/3] Morris, former tools architect at valve software, gives a brief history of himself and worldcraft.
Mustaine, Tom (paradox) Planetquake interview
by Kevin Bowen
(jun 24, 1997)
[3/3] Tom Mustaine, a level designer (bsp p1mp) at ritual, describes in detail how he arrived at his current job. He also talks about sources of inspiration, Scourge of Armagon, and the Jelly Sandwich incident.
who's who profile
Newell, Gabe Gaming Nexus interview
(sep 13, 1997)
[1/3] A founder and managing director for valve software, Gabe Newell speaks about his past at Microsoft, but mostly talks about half-life.
Newell, Gabe Voodoo Extreme interview
(nov 3, 1997)
[1/3] Newell discusses various aspects of Half-Life.
Norwood, Jim Unreal nation interview
by Andy Black
(sep, 1997)
[1/3] about Shadow Warrior with a few stock UN questions.
Perry, Lee Stormtroopers interview
(mar 6, 1998)
[2/3] ION's lead Anachronox artist Perry on himself, modeling, and favourite things.
Petersen, Sandy QREF interview
by Merderous
(aug 17, 1997)
[2/3] Former id software designer Sandy Petersen (not Peterson) speaks about role playing games and his levels.
'Video game design' interview
by h0l
(nov 10, 1997)
[2/3] Petersen talks about his past in design.
who's who profile
Pitchford, Randy 'Video game design' interview
by h0l
(jan 23, 1998)
[3/3] Rebel Boat Rocker "Code and Graphics guy" Pitchford explains how he became a designer, lists his design influences, and tells why RBR was created.
Rust interview
by Fishman
(mar 20, 1998)
[2/3] Pitchford in a game-focused interview.
Polge, Steven Planetquake interview
by Kevin Bowen
(apr 1997)
[2/3] Steve Polge replies about his creation, reaper bots, and about his company, Epic megagames.
who's who profile
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