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Tim Willits Interview: Lead Doom3 Designer

Joe writes: "PlanetQuake3.net has a interview with id Software's Tim Willits who is the lead designer and project manager of Doom 3. Tim talks about the new generation of level editing in Doom3, his favorite maps of all time, how designers and coders work together, and many other subjects. One of the most interesting parts of the interview was this question: 'PlanetQuake3: Will it be possible to adjust the speed of the game for between single player and multiplayer play?' 'Tim Willits: Yes, most of the game logic is outside the main executable, this gives us great flexibility in changing basic game parameters between single and multiplayer.'"

4 of 176 comments (clear)

  1. Hmm... Sounds a lot like Build. by Bonker · · Score: 4, Interesting

    PlanetQuake3: How much does it help you to be able to edit the game in real time? Did you request that feature be added?

    Tim Willits: It is great for aligning textures and working with the lighting. Yes, we requested that feature be added, it is an example of the designers working with the programmers to make the best possible editing environment for the game.


    This sounds surprisingly like the Build engine, which was used to create levels for Duke Nukem 3D and a few other 3DRealms games. The editor had a complete instance of the engine so that a level designer could go in and build levels around himself, aligning textures and specifying shading levels all the while. It was surprisingly intuitive once you figured out which keyboard key was responsible for which editor action.

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    1. Re:Hmm... Sounds a lot like Build. by Pyrosz · · Score: 5, Interesting

      Take a look at Tribes/2/Torque (engine) for how an in game editor can work. The Torque in game editing is really good right now and allows tons of control without wasting your time by starting and stopping the game for every little change.

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  2. Re:I don't get it by DG · · Score: 4, Insightful

    Thanks to Loki (RIP) I've had a chance to do both on my Linux box:

    Quake
    Quake2
    Soldier of Fortune
    Quake 3
    Descent 3

    And to be honest, I found the "Quake-alikes" to be a lot more fun; a lot more immersive, than Descent.

    I've run for my life from a Shambler, gotten totally creeped out when I found a lab full of my fellow space marines begging for death, and laid patiently behind cover while scouting an area with the scope on my sniper rifle - great fun, all. I could suspend disbelief enough to make me care about what was going on in the game.

    Descent... left me cold. Robots drifting around endless corridors? Why? Where's the motivation?

    Story can really change a FPS into something much more than "run amok shooting baddies" - Bungie's Marathon is a prime example. Done well, it can really hold your imagination. And isn't that what fun is all about? Not every game needs an original play mechanism, if the story is gripping enough.

    That's why Q3 didn't do much for me either - pretty engine, awesome control, gameplay that left me flat after a little while (no story) But hey, lots of other people love the game, so I don't have any problem with it. To each his own.

    DG

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  3. Tim Willits says: "a great time to be in games" by wackybrit · · Score: 5, Insightful

    it is a great time to be in games!!

    I'm not so sure that I agree with this.

    Is it really a great time to be 'in games'?

    As a lone programmer, I say not. How many even slightly successful games these days are produced by single programmers or even small teams? Sure, there are a few very successful examples but they're all lo-fi or Shockwave games.. and not the typical 'computer games' we're used to.

    It might be a great time to be in games for the coders like John Carmack who have about 20 art guys behind them, or for individual members of their teams who get control over a tiny aspect of the game (like Tim Willits), but on a personal level, it kinda sucks right now.

    Games have taken the same track as movies. In the early days of movies, a small team would make a simple enjoyable film of 10 minutes or so.. but then as time went by, the land of Hollywood came in and hundreds of people were required to make a single movie. In the 90s, we had indie efforts like the Blair Witch Project that took movies back to small teams again.. could we experience the same with computer games one day?

    I know I just sound cynical, and I am ready for the 'Troll' and 'Flamebait' moderation points, but I just don't feel it's such a great time to be in the gaming industry right now.

    Even as a -consumer- many of the games now are unoriginal and not as good (relatively) as they were in the 80s. Why is now such a good time?