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              <p><font color="#0000FF"><b><font face="Arial, Helvetica, sans-serif" color="#0000CC">volume 
                1, issue 5</font></b></font></p>
              <p><font color="#0000FF"><b><font face="Arial, Helvetica, sans-serif" color="#0000CC"> 
                </font></b></font></p>


              <p>  <p><font face="Courier New, Courier, mono"><b><font color="#339900" face="Arial, Helvetica, sans-serif">Today 
                in loonygames:</font></b></font></p>

<P><font color="#000000" face="Arial, Helvetica, sans-serif" size="-1">New!!</font><font face="Arial, Helvetica, sans-serif" size="2"> The Archives have been cleaned up, fead links fixed, and printable versions restored! Also, don't miss the new comments <a href="../../index.html">on the front page</a>!</font></p>
              
<P><font color="#000000" face="Arial, Helvetica, sans-serif" size="-1"><a href="../2.15/feat/index.html" target="">Livin' 
  With The Sims</a></font><font face="Arial, Helvetica, sans-serif" size="2">: 
  theAntiELVIS explores the wild and wacky world that is Will Wright's <b>The Sims</b>, 
  asking the inevitable quesiton, &quot;is <b>The Sims</b> the first step toward a virtual 
  life where everyone is Swedish?&quot;</font></p>
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  Vasquez on <b>Omikron: The Nomad Soul</b>.</font></p>
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              <p><font face="Arial, Helvetica, sans-serif" size="-1"><b><font color="#339900">Related 
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              <p><font face="Arial, Helvetica, sans-serif" size="-1"><a href="http://www.loonygames.com/current/totb/">Thinking 
                Outside the Box</a>: Paul Steed's regular column here at loonygames</font> 
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        <p align="LEFT"><img src="../images/cover1.5_sml.jpg" width="328" height="257" align="right" hspace="4"><font face="Arial, Helvetica, sans-serif" size="+3" color="#0022A8"> 
          Taking Aim at Paul Steed!</font></p>
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<option value="http://www.loonygames.com/content/2.5/">2.5: Paul Steed '99</option>
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<option value="http://www.loonygames.com/content/1.36/">1.36: Inside Raven Software</option>
<option value="http://www.loonygames.com/content/1.35/">1.35: Waking Graeme Devine</option>
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<option value="http://www.loonygames.com/content/1.15/">1.15: Tune Up Your Game!</option>
<option value="http://www.loonygames.com/content/1.14/">1.14: NT + Games = ???</option>
<option value="http://www.loonygames.com/content/1.13/">1.13: Blue and Levelord...</option>
<option value="http://www.loonygames.com/content/1.12/">1.12: When It's Done!</option>
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<option value="http://www.loonygames.com/content/1.6/">1.6: DRAW Pardner!</option>
<option value="http://www.loonygames.com/content/1.5/">1.5: Taking Aim at Paul Steed</option>
<option value="http://www.loonygames.com/content/1.4/">1.4: Play Where You Like!</option>
<option value="http://www.loonygames.com/content/1.3/">1.3: *Special Duke Issue*</option>
<option value="http://www.loonygames.com/content/1.2/">1.2: Are You Sick of Games?</option>
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        <p align="left"><font face="Arial, Helvetica, sans-serif"><i><font size="-1">On 
          first glance, many thoughts enter your mind. This guy’s a construction 
          worker, you think. Chippendales dancer? Maybe military. Enlisted though, 
          definitely not an officer. Or a </font></i><font size="-1">Rambo</font><i><font size="-1">-wanna-be 
          movie star. He probably spends his days in the gym, or in the tanning 
          salon. Totally full of himself, you can just see the arrogance in his 
          demeanor. Whatever he does, it surely doesn’t involve thinking.</font></i></font><font size="-1"><i><font face="Arial, Helvetica, sans-serif"> 
          </font></i></font></p>
        <p align="LEFT"><font size="-1"><i><font face="Arial, Helvetica, sans-serif">You 
          couldn’t be further from the truth. Of all the things that you’ll think 
          of upon first meeting Paul Steed, "computer geek" isn’t one of them. 
          When I first met him, I knew partially, what to expect. I’d seen the 
          few scattered pictures across the ‘net, I’d read his .plan files (who 
          hadn’t!), and was prepared to meet an arrogant, obnoxious, rather good 
          looking guy who was probably going to get me very angry in no time at 
          all. So as the time came close to Paul’s seminar at the CPL, I was scanning 

          the room, waiting to see this guy show up. As it turned out, I had looked 
          straight at him (well, right past him, I should say), and was still 
          looking. When a friend finally pointed out "that’s Paul Steed," I was 
          shocked. Somehow, you always expect some semblance of a "computer geek" 
          to show, some outside appearance that suggests long hours in front of 
          a monitor (pasty skin, bloodshot eyes, maybe?) no matter what you know 
          beforehand. </font></i></font></p>
        <p align="LEFT"><i><font face="Arial, Helvetica, sans-serif" size="-1">But 
          that’s the outside, and it’s irrelevant, in the long run. The second 
          Paul Steed opens his mouth, the outside disappears, and the person he 
          really is comes out. Articulate (as you’re about to see), very set in 
          his opinions, definitely arrogant, but, without a doubt, a very good 
          lesson to me....first impressions are dead wrong sometimes and .plan 
          files are not a reliable way to judge someone’s character. So, without 
          further adieu, <b>loonygames</b> is proud to present the real Paul Steed.</font></i></p>
        <p align="RIGHT"><font face="Arial, Helvetica, sans-serif" size="-1">- 
          <i>Stephanie &quot;Bobbi&quot; Bergman, associate editor.</i></font><font face="Arial, Helvetica, sans-serif"><i></i></font><i></i></p>
        <p align="LEFT"><b><font face="Arial, Helvetica, sans-serif">Name/rank/serial 
          number: </font></b></p>
        <p><font face="Arial, Helvetica, sans-serif"> Paul Steed. 324006969. O 
          positive. Protestant. I was in the military, I remember that. </font></p>
        <p><font face="Arial, Helvetica, sans-serif"><b>You were in the Air Force, 
          right?</b></font></p>
        <p><font face="Arial, Helvetica, sans-serif"> Six years.</font></p>
        <p><font face="Arial, Helvetica, sans-serif"> <b>It’s a strange transition, 
          going from the Air Force to animator/modeler. Do you ever look back 
          and wonder how you ended up here? </b> </font></p>
        <p><font face="Arial, Helvetica, sans-serif">Naah, really, all my interests 
          and experiences prepared me for a career in gaming and I didn’t even 
          know it at the time. It never occurred to me that people made games 
          <i>for a living</i>. I didn’t think it was a valid career path. Actually, 
          the military helped me a lot. It helped me get the discipline to stay 
          up for the long hours knocking out a deadline or learning a new tool. 
          Some might think it’s a funny circuit, but it seems like a natural progression 
          to me. Trust me. If I hadn't found girls I would have been making game 
          a lot sooner. Seriously, though this career is about knowledge, it’s 
          about learning. I dig that. You just learn so much, there’s no school 
          you can go to where you can learn as much as you learn every day at 
          work in this industry.</font></p>
        <p> <b><font face="Arial, Helvetica, sans-serif">What do you think about 
          the military using Quake for training? </font></b></p>
        <p><font face="Arial, Helvetica, sans-serif"> I think it’s great. I think 
          it’s great because it’s pretty low risk as far as people getting hurt, 
          but it still teaches a valuable lesson. You use tried and true tactics 
          for ops like clearing a room and no one gets hurt. It doesn't replace 
          live exercises, but it does enhance the academic aspect of the training. 
          It makes learning <i>fun</i>! (In the military that rarely happens. 
          Believe me.) When you go out on exercises using blank rounds of ammo 
          or laser sensors you still run the risk of somebody cracking you with 
          a rifle or you just falling and breaking something. Again, sitting at 
          a computer and playing a game is no substitute for the real thing but 
          it helps impart knowledge when live exercises are more appropriate. 
          Combat simulation is used for pilots, why not grunts? </font></p>
        <p><font face="Arial, Helvetica, sans-serif"> <b>What have you been up 
          to since Quake 2? </b></font></p>
        <p><font face="Arial, Helvetica, sans-serif">Just learning my butt off. 
          I’ve learned all new tools for <b>Quake 3:Arena</b> (<b>Q3:A</b>), and 
          I’ve been concentrating on getting better at them. I might try to incorporate 
          some motion capture in this project because it really does help the 
          workflow by adding even more realism to the animations. Of course motion 
          capture is still only 50 percent of the equation at best since it requires 
          a shitload of tweaking. Also I like to give personality to my animations 
          and exaggerated, comic book style of dynamics. Since this game features 
          no monsters, just other players and simulated players, my primary focus 
          on the characters is to make the motions as fluid and cool as possible. 
          I want the players to seem <i>real</i>.</font></p>
        <p> <b><font face="Arial, Helvetica, sans-serif">Will Quake Arena have 
          a different feel than Quake 1 and 2? </font></b></p>
        <p><font face="Arial, Helvetica, sans-serif">Adrian and Kevin are in charge 
          of the production design so I'm not really the person to ask about look 
          and feel. But I seriously doubt that <b>Q3:A</b> will look anything 
          less than amazing. All I can currently tell is that gothic and dirty, 
          industrial/techno will be prevalent in the design.</font></p>
        <p><font face="Arial, Helvetica, sans-serif"><b>So closer to Unreal than 
          to Quake? </b></font></p>
        <p><font face="Arial, Helvetica, sans-serif"> I'm not sure what that means, 
          actually. <b>Unreal</b> is heavy on the eye candy because their design 
          goals and technological areas of importance were different than ours 
          were for <b>Quake</b> and <b>Quake 2</b>. <b>Quake</b> and <b>Quake 
          2</b> would have looked outstanding with 16-bit color, environmental 
          effects and higher-rez textures. In the land of id, lots of things are 
          sacrificed to the almighty God of Speed. John doesn't want anyone suffering 
          from lag if he can be helped. Eye candy is pretty much the bain of Speed. 
          <i>But</i>, with <b>Q3:A</b> we'll look better than anything seen to 
          date <i>and</i> play fast.</font></p>
        <p><font face="Arial, Helvetica, sans-serif"><b>Were you a fan of id before 
          you actually started to work there? </b></font></p>
        <p><font face="Arial, Helvetica, sans-serif"> One of the biggest. I mean, 
          I pored over every article about them and then re-read every article 
          I could find about them. It seemed like a very intense and exceptional 
          bunch of guys and I thought it sounded like such a cool place to work. 
          Being the fourth gaming company I’ve worked for over the past seven 
          years, I have a lot of perspective when it comes to being around the 
          industry and I've been around a lot of development teams. The thing 
          about id really is the people. We’re all this insane breed. John, Kevin 
          and Adrian don't go the usual route for developers who own their company 
          and become cosmically successful (although it could be argued that in 
          terms of measured success, id is in a league all its own). What’s great 
          about id is that even if we’re all somewhat acknowledged as being better 
          than most at what we do, we still strive to improve. We also click pretty 
          good as a team and there aren't really too many major personality problems. 
          Sure, it gets pretty stressful at times, but overall we tolerate and 
          respect each other quite a bit. </font></p>
        <p><font face="Arial, Helvetica, sans-serif"><b>Who is the top dog at 
          id?</b></font></p>
        <p><font face="Arial, Helvetica, sans-serif"> At id, in the industry...what 
          do you think? John Carmack. Hands down. He is <i>The Man</i>. Grade-A 
          legend material. Working with him is very rewarding because he makes 
          things happen and busts his ass to do it. I admire the man quite a bit.</font></p>
        <p><b><font face="Arial, Helvetica, sans-serif">Daikatana, Duke Forever, 
          Half-Life, and Prey may all be out at the same time as Quake Arena. 
          What do you think of the competition? </font></b></p>
        <p><font face="Arial, Helvetica, sans-serif">With the true color textures, 
          cool eye candy effects, new animation technology and faster netplay, 
          <b>Q3:A</b> is just going to look and feel so much better than <i>everything</i> 
          out there. I feel sorry for our competition. Remember, though. We're 
          going to try and convert people to deathmatch who have never played 
          a deathmatch. They'll play the 'bots and provided they have a net connection, 
          they will easily and quickly become addicted to playing online. </font></p>
        <p><font face="Arial, Helvetica, sans-serif"><b>So it’s not just the 3D 
          shooter market on the Internet...you’re going to try and pull people 
          who don’t play on the internet onto it with this? </b></font></p>
        <p><font face="Arial, Helvetica, sans-serif">Right. We want to give people 
          a taste of that. That’s why John wants the single player part of the 
          game to simulate multiplayer. Remember the first time you played deathmatch? 
          </font><font face="Arial, Helvetica, sans-serif"> </font></p>
        <p><font face="Arial, Helvetica, sans-serif"><b>Sure.</b> </font></p>
        <p><font face="Arial, Helvetica, sans-serif"> You thought...it’s cool. 
          You become addicted to it. That’s what we want to do with <b>Quake 3: 
          Arena</b>. We want to give people <i>that</i> feeling when they’re playing 
          the AI bots, these simulations of personalities. We want them to go, 
          "wow, I wouldn’t mind meeting these guys on the Internet, kicking their 
          ass." That’s the kinda thing we want to shoot for in the game. You see 
          these bots, and you want to look for them. You want to get even if they 
          kicked your ass last time, you want to kick theirs this time. We want 
          to simulate that addictive rush that competing with real people gives 
          and then compel them to hit the internet. </font></p>
        <p> <b><font face="Arial, Helvetica, sans-serif">The bots won’t just be 
          one generic bot, they’ll all have their own personalities? </font></b></p>
        <p><font face="Arial, Helvetica, sans-serif"> Yup. I'm not the programmer, 
          but we all agree on the team that making the 'bots act like people will 
          be the key to the success of single player. Each AI opponent should 
          force you to use explicit tactics against it. There will be varying 
          degrees of intelligence, too. It’s like levels of chess, of computerized 
          chess. You play at level one through ten. Play level ten, you’d better 
          be good. Same thing there. Conversely, wouldn't it be cool to run across 
          a bot who plays just like a newbie who's never been on a server before?</font></p>
        <p><b><font face="Arial, Helvetica, sans-serif"> You did the opening animation 
          in Quake 2 on your own, for fun, in your free time. There’s been a lot 
          of publicity about how you had to fight id to get it into the game. 
          </font></b></p>
        <p><font face="Arial, Helvetica, sans-serif"> Well I didn't really <i>fight</i> 
          id...but it wasn't easy to convince the owners that id needed cinematics 
          as part of their game design.</font></p>
        <p><b><font face="Arial, Helvetica, sans-serif">What was that like? </font></b></p>
        <p><font face="Arial, Helvetica, sans-serif"> Well, originally, when I 
          got hired, the first stupid thing I said was "you know, your games are 
          great, but you gotta have some <i>cinematics</i>." and it wasn't in 
          a fit of arrogance that I said this. I have a pretty intense cinematic 
          background coming from nearly four years at <a href="http://www.origin.ea.com" target="">Origin</a>. 
          So, to me it was just odd not having cinematics in a game. They said, 
          "No. No cinematics in the game. Period. Don’t bring it up again, just 
          do your job." Well, I just wouldn’t take no for an answer. So I said 
          "fine," and went home, on my 486/66, and just cranked out the first 
          part of the intro over several months. Finally I worked up the nerve 
          to show them what I had been working on in my questionable 'spare' time. 
          They didn't fire me thankfully, but they also didn't want the project 
          to take away from my main responsibility of modeling and animating the 
          characters. So in essence, they endorsed the side project as long as 
          it didn't impact models or character animations, saying, "Cool. You 
          can keep working on it. At home." I was pretty happy with myself and 
          eventually it just gained momentum. They hooked me up with a much better 
          home system to mirror my work setup and Kevin even contributed quite 
          a bit to the effort with input and suggestions. Telling the back story 
          through a series of news casts during the slow revealing of the <b>Quake 
          2</b> logo in the title animation was his idea. John dug the effectiveness 
          of using the same geometry seen in the intro flyby as the environment 
          maps for the game. All the in between end-of-mission briefings were 
          done on a lark and 30-hour stretch of work day because any more time 
          spent on them would have taken away from animating the monsters. In 
          the end after <a href="http://www.soundelux.com">SounDelux Media Labs</a> 
          put the awesome soundtrack to it, the owners dug the way things worked 
          out. I'm proud of how it turned out as well.</font></p>
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    <td><i><font face="Arial, Helvetica, sans-serif" size="-2"><b>Credits:</b> 
      Illustration &copy; 1998 Dan Zalkus. This interview is &copy; 1998 Stephanie 
      Bergman &amp; Paul Steed. All other content is &copy; 1998 <a target="_self" href="http://www.loonyboi.com">loonyboi 
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