Focused, hard work is the real key to success. Keep your eyes on the goal, and just keep taking the next step towards completing it. If you aren’t sure which way to do something, do it both ways and see which works better.
A strong team can take any crazy vision and turn it into reality.
At its very core, virtual reality is about being freed from the limitations of actual reality. Carrying your virtual reality with you, and being able to jump into it whenever and wherever you want, qualitatively changes the experience for the better. Experiencing mobile VR is like when you first tried a decent desktop VR experience.
I consider myself a remarkably unsentimental person. I don’t look back on the good old days.
High-end BREW phones aren’t nearly as limited a gaming platform as you might think – they are a lot more powerful than an original Play Station, for example. Java phones, however, are saddled with a huge disadvantage for gaming.
Focus is a matter of deciding what things you’re not going to do.
Programming is not a zero-sum game. Teaching something to a fellow programmer doesn’t take it away from you. I’m happy to share what I can, because I’m in it for the love of programming.
Low-level programming is good for the programmer’s soul.
The speed of light sucks.
Obviously, virtual reality is where I’ve placed my bet about the future and where the excitement is going. At this point, I could say it’s almost a lock. It’s going to be magical – it is magical – and great things are coming from that. Along the way, I was focused on the first-person shooters. I said we should go do something on mobile.
I don’t think anyone is going to say great things about being a native developer on Android.
To the game code, the world is still just a tile map, but for rendering, each map was exported as a general-purpose 3D model, and the artists could then go through it and spend the polygons any way they liked, without the limits of line-of-constant-z software rasterization that we lived with on the mobile phones.
The stereoscopic panoramic videos that we’re showing on Samsung VR are getting a lot of positive traction. It’s exciting when you see creative types – whether from the music, film, or video industries – look at this stuff. The gears are turning in their head almost immediately about how they can use it as a new medium.
I think that first-person shooter is a stable genre that’s going to be here forever, just like there are going to be driving games forever. There’s something just intrinsically rewarding about turning around a corner and shooting at something.
I’d rather have a search engine or a compiler on a deserted island than a game.
I really do think VR is now one of the most exciting things that can be done in this whole sector of consumer electronic entertainment stuff.
It is clearly a bad idea to try to just move games from other platforms directly over, but I’m sure we will see a lot of it, especially as the handsets surpass the hardware capabilities of previous generation consoles.
It’s nice to be able to, you know, for me to be able to personally do whatever the heck I feel like, whether I think that I can justify it exactly in business concerns or not.
We were happy with funding ‘Rage’ on our own nickel for years. We intended to do the same with ‘Doom 4’. We had offers early on for ‘Rage’. People offered us X million dollars. But we carried the risk, and when we finally signed a deal, it was X plus $10 million.
It really feels like VR has the possibility to be something really huge.
The Xbox 360 is the first console that I’ve ever worked with that actually has development tools that are better for games than what we’ve had on PC.
It is a shame that homebrew development can’t be officially sanctioned and supported, because it would be a wonderful platform for a modern generation of programmers to be able to get a real feel for low level design work, to be contrasted with the high level web and application work that so many entry level people start with.
Being able to work on a more constrained project now and then is rewarding in a lot of ways, and of the available small platforms, I think that the iOS platform is clearly the best.
The cost of adding a feature isn’t just the time it takes to code it. The cost also includes the addition of an obstacle to future expansion. The trick is to pick the features that don’t fight each other.
There is absolutely zero doubt that you can technically do an excellent full-featured FPS game, because these devices are more powerful now than, like, a previous generation Xbox.
One of the reasons microcomputers progressed so fast is people are willing to accept crashes. It’s faster to build something and try it, even if it means you’ll have to rebuild later… If you spent too much time building and massaging one vehicle, you don’t learn anything.
Everybody’s saturated with the marketing hype of next-generation consoles. They are wonderful, but the truth is that they are as powerful as a high end PC is right now.
I have fond memories of the development work that led to a lot of great things in modern gaming – the intensity of the first person experience, LAN and Internet play, game mods, and so on.
To this day, I run into people all the time that say, whether it was ‘Doom’, or maybe even more so ‘Quake’ later on, that that openness and that ability to get into the guts of things was what got them into the industry or into technology.
Because of the nature of Moore’s law, anything that an extremely clever graphics programmer can do at one point can be replicated by a merely competent programmer some number of years later.
It’s nice to have a game that sells a million copies.
At its best, entertainment is going to be a subjective thing that can’t win for everyone, while at worst, a particular game just becomes a random symbol for petty tribal behavior.
Rocket science has been mythologized all out of proportion to its true difficulty.
Developing games for the PC and consoles is all about everything and the kitchen sink. In many ways, you don’t have design decisions to make. You do it all. So I enjoy going back to making decisions about what’s important as I’m working on a game.
I’ve said before that I’m a remarkably unsentimental person.
I am greatly proud of the fact that ‘Doom’ is one of those things where everything that has a 32-bit processor has had ‘Doom’ run on it, and I think that’s been one of the great aspects of having it be open source: having everything out there means that people have maintained that and kept it up to date.
The great games are the space sims and driving sims and these experiences where you’re basically sitting at a table with nothing happening in front of you. A lot of interesting things are evolving there. There are great games that can be made.
Oculus really started popularizing a new approach using cellphone screen technology, a wide field of view, and super-low-latency sensor tracking. It’s not crappy stuff that doesn’t work and makes everybody sick. When you experience Oculus technology, it’s like getting religion on contact. People that try it walk out a believer.
It was great for me to go through all of my crazy Ferraris in my twenties. I think it was an inoculation against any kind of a midlife crisis.
When it became clear that I wasn’t going to have the opportunity to do any work on VR while at id software, I decided to not renew my contract.
We were doing mobile games before the iPhone. We were doing free-to-play with ‘Quake Live.’ We wanted to do massively multiplayer stuff in the early days but didn’t have the resources to do it.
One of the things we joke about in the FPS development is it’s so hard to get the player to actually bother to look at all the cool stuff you’ve been doing. You spend a lot of time making really cool things, and usually the player isn’t looking where you want them to.