Brian Hook Interview
A reader writes:"I just read this very in-depth interview with Brian Hook on a site called Curmudgeon Gamer. Hook used to work for id Software (Quake 2 and 3) and later for Verant (Everquest) and he apparently worked on Glide for the old 3DFX cards. Now he runs his own smaller game company called Pyrogon. In the interview he talks about development styles of Q2 and Q3, MMORPGs, the lessons of 3DFX, and development of cross-platform games like his Candy Cruncher (which is available for MacOSX and Linux!). He even gets into some criticism of modern games and the life of a smaller game developer. Lengthy read, but lots of stuff to think about there since he tells it like he sees it."
It's time for another interview here on Curmudgeon and this time we have with us Brian Hook, president of Pyrogon Games and former developer at id Software and Verant/Sony Online Entertainment. Before working on the seminal shooters Quake 2 and Quake 3: Arena, Brian was the original architect of the Glide API used by the 3dfx Voodoo line of video cards. After departing id, Brian worked as a Senior Technology Architect at Verant, concentrating on development of technology for next-generation massively-multiplayer online games (MMOGs). After founding Pyrogon in 2000, he created the puzzle game Candy Cruncher, which we reviewed earlier this year. Two additional Pyrogon games have appeared since then, NingPo MahJong and Letter Linker, both available for Windows and MacOS X. (A Linux version of NingPo MahJong will be shipping in the near future.)
This interview covers a wide range of topics: game design criticism, OpenGL/D3D, making money as a smaller game developer, and the importance of porting software to different platforms. Indeed, something for just about everyone. It's quite long, so you might want to bookmark it and consume it in more than one reading.
The interview questions were prepared with the assistance of regular CG authors ruffin and michael.
jvm: What kinds of games do you enjoy playing the most?
jvm: So you play mostly on a PC, as opposed to a console?
jvm: Could we get an example of a game with these egregious design flaws, complete with a breakdown of those flaws? The more popular the game, the better.
Stellar Deep really does require a certain amount of financial and time committment we can't justify at this point. We're not particularly interested in finding outside sources of income for this, since the whole point of being independent is so we can pick and choose what we work on.
So with that in mind, we're trying to build up a revenue base so that we can take 6-12 months to sit down and do something with Stellar Deep. It was originally mentioned on the Pyrogon site when we launched because it was a "Wouldn't it be cool if?" type of thing. Unfortunately it came off as a product announcement, and I hate vaporware, so we pulled it but kept it in the forums.
We think it'll be a fun game, with all the aspects of Elite, EV:Nova, Subspace, et. al. that people really enjoyed, and hopefully with an added social and strategy dynamic lacking in those games.
One day...
-Hook