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Rescoe, Steve SPQ Level heaven interview
by Matt Sefton
(jun 1, 1997)
[3/3] Rescoe, mapper extraordinaire at ION Storm, talks about himself, how he got into editing, and what makes a good level. He also reveals his design style, favourite maps, and gives some design advice.
Planetquake interview
by Kevin Bowen
(jun 24, 1997)
[2/3] Steve Rescoe gives details on Anachronox, how he got his job, and on what levels he likes.
Reuter, Eric Shadows interview
by Sean Green
(sep 24, 1997)
[3/3] In this truly long and detailed interview, Eric Reuter, level designer for Epic megagames, recounts his journey to his job. Reuter also explains his fascination with design, describes his design style, and briefly talks about the advantages of Unreal as a design media. Reuter has since left Epic.
Unreal nation interview
by Raul Aguilar
(sep, 1997)
[2/3] Reuter shares his history and his opinions of Unreal and its competition. He also talks about Unreal and gives some advice.
Romero, John Dallas News profile
by Todd Copilevitz
(may 11, 1997)
[3/3] Dallas News profiles, in detail, the life and journey of John Romero from a 12 year old Pac-Man player to his current position at ION Storm.
Edge interview
(may 9, 1997)
[3/3] In an epic interview, designer John Romero tells his story beginning from his first ventures into game design, to the early days of id, to experiences with doom and quake. Romero later explains why he left id and discusses the future and present reality of ION Storm.
Infinite MHz interview
(dec 3, 1997)
[3/3] In this MP3 encoded audio interview, Romero traces his roots from Pac Man and the Apple IIe to the early days of id and Wolfenstein. The interviewers skip Quake and ask about ION Storm, leading to Romero's vision for Daikatana.
Electric Play interview
by Roger Earl
(may 1997)
[3/3] Informally, Romero answers questions about celebrity, Daikatana's design, ION Storm, and other games.
GA interview
(aug 1998)
[3/3] Though technically an interview with Romero's mother, Virginia Schuneman, the interview invariably focuses on the young Romero.
MSN interview
Colin Dallibar
(feb 1998)
[2/3] First profiled in a rather dull manner, Romero gets in a few good quotes about game design and the breakfast of champion designers.
thesite interview
Matthew Hawn
(aug 14, 1997)
[2/3] Romero answers questions about why he left id, game design, and the dream of ION Storm.
Gameslice interview
(aug 7, 1997)
[2/3] Interviewed soon after the formation of ION Storm, Romero and Tom Hall primarily discuss their vision of ION Storm.
UCK interview
(aug 1998)
[2/3] Romero quickly answers questions on the past (Commander Keen) vs today.
Avault interview
(nov 1, 1997)
[1/3] Cyberathletes, Daikatana, and one question about Romero.
Daikatana Cabana interview
by Sandmoose
(mar 20, 1997)
[1/3] Romero quickly answers a few short questions about Daikatana.
Fan club interview
by Hudd (1997)
[1/3] Topics include lawns, daikatana, gum, and hair.
who's who profile
Schuler, Keith Adrenaline vault interview
(sep 13, 1997)
[2/3] Along with two other mappers, 3d realms employee Keith converses about how he was hired, his previous ambitions, and about what it takes to be a mapper.
Schuur, Joost (lotlhwI) New Vore Times interview
by Kevin Bowen
(mar 24, 1997)
[2/3] The webmaster of slipgate central, Joost talks about his web pages and the future of games.
SPQ Level Heaven interview
by Matt Sefton
(mar 17, 1997)
[2/3] Schuur explains how he became involved with ftp.cdrom.com, the doom/quake scene, and the sites he has run.
who's who profile
Schuytema, Paul Planetquake interview
by Kevin Bowen
(apr 1997)
[2/3] Prey project leader Paul Schuytema talks about Prey, design, and writing.
Sefton, Matt SPQ Level Heaven interview
by Jim Ahara
(jun 1, 1997)
[2/3] Other than describing his life and editing background, Sefton, webmaster of SPQ Level Heaven, tells how much time he spends editing, what he thinks of quake, and what editor he uses. He also lists his favourite maps as well as elements needed to make good level.
who's who profile
Selinske, Joe Ultimate SiN interview
by Maarten Goldstein
(oct 1, 1997)
[2/3] Ritual project manager Selinske introduces himself and describes his workday, responsibilities, life, and SiN.
Staehlin-Taylor, Carly Gamegirlz spotlight
(mar 2, 1998)
  Crack dot com writer/director, voice talent director/actor Carly talks about her job, Carlypoints, and working in the game industry.
Steed, Paul Planetquake interview
by Kevin Bowen
(aug 4, 1997)
[3/3] Paul Howard Steed, stud and modeler/artist at id software, converses about female Quakers, Quake 2, and (3d) modeling.
Q2CTF interview
(jan 13, 1998)
[2/3] Twenty unrelated questions with short but interesting responses.
Voodoo extreme interview
by Billy Wilson
(sep 26, 1997)
[2/3] Steed talks about himself, John Carmack, Romero, and Quake 2.
Paul Steed FAQ
by Paul Steed
(aug 14, 1997)
  In his own .plan FAQ, Steed mostly gives advice to aspiring artists and answers some Quake 2 question.
Stephens, Noel (shadow) Razoredge interview
(jan 27, 1998)
[1/3] Stephens discusses web design and talks a bit about his former ION job.
Surfas, Mark (bastard) PQ interview
by John Bye
(aug 1998)
[2/3] Surfas on PQ, GameSpy, and his Beatdown parties.
Sweeney, Tim UNA interview
by Isolation
(jan 24, 1998)
[2/3] The lead programmer for Epic megagames, Tim tells how he became involved with the Unreal project and talks about his programming style.
Unreal nation interview
by Andy Black
(may 1997)
[2/3] Sweeney answers questions about Unreal's following and its engine. Black asks some interesting questions about the evolution of Unreal as a project.
Unreal nation interview (2), (3)
by Kevin Stone
(sep 1997)
[2/3] In this second UN interview, Stone asks many game-only questions but includes a few deeper questions concerning the philosophy of Epic and the creation of Unreal. (2/3). For the third UN iv, Sweeney merely answers questions about Unreal. (1/3)
Tabor, Darren (Dakota) CNN interview
by Tungsten
(feb 5, 1998)
[3/3] Webmaster Dakota talks about himself, captured.com, his other websites, and the "Dakota Mobile"
Q2CTF interview
by Andy Black
(may 1997)
[3/3] Darren tells about captured.com, himself, CTF, and moviesmusicmicrocode etc.
Takacs, Kornelia Adrenaline vault interview
by Brian
(sep 1, 1997)
[2/3] Kornelia talks about herself and about tournaments she has played in. Avault also asks about quake, being a cyberathlete, and women in gaming.
who's who profile
Taylor, Dave (ddt) Austin Business Journal article
by Shelby Murphy
(nov 24, 1997)
[3/3] Head of crack.com, Dave Taylor is the subject of an article focusing on his sense of entrepreneurship.
New Vore Times interview
by Kevin Bowen
(mar 30, 1997)
[2/3] Dave Taylor talks about his new game Golgotha, his involvement in Quake, and crack dot com.
Voodoo extreme interview
by Ross, Wilson
(oct 17, 1997)
[1/3] A Golgotha game oriented interview.
who's who profile
Teasley, Harry 'Video game design' interview
by h01
(oct 4, 1997)
[2/3] Valve software's Harry Teasley talks about what he thinks make a game designer great, his work on Civilization, Half-life, and who he admires. The interview is more focused on design than it is on who Teasley is.
Electric Play interview
by Chris Mair
(1997)
[2/3] Teasley talks about design and his favourite things.
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.
Thomas, Joel (aceface) Ritualistic interview
by Maarten Goldstein
(jan 15, 1997)
[2/3] An artist at ritual, Joel Thomas talks about his handle and answers a few questions about comic books and gaming. Joel then describes art skills, and the "coolest part" of his job.
Tietze, Steve Leveled profile
by Mattias Konradsson
(sep 4, 1997)
[2/3] ex-Rogue entertainment mapper Steve Tietze gives details about his career, inspiration, and favorite level. He also hands out some editing advice.
Van De Ven, David (zanshin) Voodoo extreme interview
by Billy Wilson
(sep 3, 1997)
[2/3] David Van De Ven, proprietor of zanshin's glquake dojo, talks about funky stuff.. and Open GL issues.
Q2CTF.com interview
(jan 15, 1997)
[1/3] Twenty unrelated questions with short responses.
who's who profile
Wand, Jeff (Mad Samoa) Daikatana Cabana interview
by Sandmoose
(may 5, 1997)
[2/3] Artist Jeff Wand, who formerly worked at ION Storm, details his beginnings in art, what he does now, and what kind of tools he uses.
Wardwell, Mike (Giggler) Leveled profile
by Mattias Konradsson
(sep 4, 1997)
[2/3] Ritual entertainment level designer Mike Wardwell responds, telling about his career, source of inspiration, and favorite level. He also gives some map design 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.
Werckle, Mike (chaos) Hexenworld interview
by Bakshra
(oct 30, 1997)
[2/3] Werckle, former Raven software 3d animator, discusses his start in the industry, hexen II, and modeling.
Wiederhold, Charlie Ultimate SiN interview
by Maarten Goldstein
(dec 1, 1997)
[2/3] Ritual level designer Charlie Wiederhold, recently hired, participates in a typical LD interview.
Gaminator interview
by John Leonard
(feb, 1998)
[2/3] Wiederhold talks 'bout himself, SiN, and sushi. He advises wouldbe level designers and describes his influences and design style.
Words like Violence interview
by Seth Krieg
(nov 19, 1997)
[2/3] Wiederhold answers a few basic mapper questions, but then responds to questions about other games and Richard Gray.
Willits, Tim Redwood interview
by Sean Martin
(1997)
[1/3] id software's lead level designer, Tim Willits, talks about the development of Quake 2 differs from Quake due to design and personnel issues. Willits continues talking about level design in Quake 2 and answers a multitude of Quake 2 questions.
Australian interview
by Kerrie Murphy
(may 2, 1998)
[1/3] Willits talks mostly about his job.
Wilson, James Adrenaline Vault interview
(nov 7, 1997)
[3/3] James Wilson, who worked on Blood, answers typical level designer questions.
Wilson, Mike Gamasutra interview
by Barbara Walter
(oct 31 1997)
[1/3] Former id employee Mike Wilson, now former CEO of ION Storm, talks about his former company ION.
Wood, Matthew Adrenaline vault interview
(sep 13, 1997)
[2/3] Along with two other mappers, 3d realms employee Mr. Wood converses about how he was hired, his previous ambitions, and about what it takes to be a mapper.
Worch, Matthias Ritualistic interview
by Lithium
(mar 13, 1998)
[2/3] Ritual level designer Worch talks about getting his job and mapping.
Wright, David (crt) Planetquake interview
by Kevin Bowen
(sep 29, 1997)
[2/3] David Wright talks about his work on rocket arena, redheads, and Chelsea Clinton.
Wright, Jonathan (nelno) Razoredge interview
by omnipotus
(jan 16, 1998)
[2/3] ION Storm employee Jonathan Wright, programmer of the Zeus bot, discusses Daikatana's AI and describes his daily routine and how he got his job.
Daikatana Cabana interview
by Sandmoose
(jun 24, 1997)
[1/3] Wright discusses Daikatana.
Wu, Andrew (kolinahr) SA Quake interview
by Thrift
(apr 4, 1998)
  kolinahr (that's me) talks about webmastering, interviews, and his life (or lack thereof)
Yu, Corrinne Profile interview
by Andrew Wu
(apr 24, 1998)
  Corrinne Yu, ION Storm's director of Advanced Technology, talks about herself and Aidoru, ION Storm's next-generation graphics engine.
Zelsnack, Billy Voodoo extreme interview
by Alex Ross
(oct 27, 1997)
[1/3] A terse but interesting talk with Billy Zelsnack, programmer at Rebel Boat Rocker. Ross focuses on RBR's next game.
... main      news      best      links      about      features      mass interviews     


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