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      <h5><b><font face="Arial, Helvetica, sans-serif">//<a href="../../../index.html"><font color="#7C420E">loonygames</font></a>://<a href="../index.html"><font color="#7C420E">issue 
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              <h5 align="right"><b><font face="Arial, Helvetica, sans-serif" color="#00025E"><img src="../../images/cover2.12_sml.jpg" width="280" height="219" align="left"><loonystart>Vol. 
                2, Issue 12<br>

                February 14, 2000<br>
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                </font></b></font></h5>
              <div align="center"> 
                <p align="center"><b><font face="Arial, Helvetica, sans-serif" color="#0000FF"><i><font color="#904C10" size="6">It's 
                  Not Easy Being Green</font></i></font></b></p>
                <p align="right"><font face="Arial, Helvetica, sans-serif">An 
                  interview by <a href="mailto:radpipe@loonygames.com">Russell 
                  &quot;RadPipe&quot; Lauzon</a></font></p>
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              <p align="left"><font face="Arial, Helvetica, sans-serif"><img src="../../images/letters_new/b.jpg" width="25" height="44" align="left"> 
                <i>randon &quot;GreenMarine&quot; Reinhart was one of the original 
                members of the Orange Smoothie mod team, those wacky guys that 
                brought us the OSP Tourney Mod (an early prototype for NetGames 
                USA's ngWorldStats) and their infamous Potato Gun in addition 
                to other things, but these days, he's best known for his work 
                at Epic Games, where he was one of the programmers on Unreal Tournament. 
                He is currently hard at work on the Playstation 2 version of the 
                UT engine</i></font></p>
              <h3 align="left"></h3>
              <p align="left"><b><font face="Arial, Helvetica, sans-serif">Name, 
                rank, and last time you fought in the Mordain wars?</font></b></p>
              <p align="left"></p>
              <p align="left"><font face="Arial, Helvetica, sans-serif">Well, 
                if you want me to write some bombastic crap, we should probably 
                do the interview later, since I don't really feel like it now....</font></p>
              <p align="left"></p>
              <p align="left"><font face="Arial, Helvetica, sans-serif">I have 
                to be in a certain mood. </font></p>
              <p align="left"></p>
              <p align="left"><font face="Arial, Helvetica, sans-serif">That last 
                interview I did, the guy sent me the interview and I wasn't going 
                to do it since he was throwing me a bone. I'd rather just burst 
                into that stuff when people aren't really expecting it and I've 
                just come off of a Bal-Sagoth listen or something. I left the 
                interview and came back later when I felt like writing something 
                odd.</font></p>
              <p align="left"></p>
              <p align="left"><font face="Arial, Helvetica, sans-serif">Feel free 
                to use whatever I'm writing in your interview. That might make 
                it more interesting. A realistic interview instead of me being 
                odd. Shrug :)</font></p>
              <p align="left"></p>
              <p align="left"><b><font face="Arial, Helvetica, sans-serif">How 
                did you join Epic and what position do you currently hold?</font></b></p>
              <p align="left"></p>
              <p align="left"><font face="Arial, Helvetica, sans-serif">I'm a 
                programmer. I was asked by Tim Sweeney to do contract programming 
                for Epic a little over a year and a half ago. After my contract 
                period they asked me to move to Raleigh and I've been here ever 
                since.</font></p>
              <p align="left"></p>
              <p align="left"><b><font face="Arial, Helvetica, sans-serif">To 
                date, what's been the best part of working on Unreal Tournament? 
                Are there things that come up (such as feedback) that make you 
                look back and say, &quot;Damn, we hit it right on there&quot;?</font></b></p>
              <p align="left"></p>
              <p align="left"><font face="Arial, Helvetica, sans-serif">The best 
                part of working on UT has nothing to do with the game, its the 
                work environment. Epic is an amazing place to work, its probably 
                the most liberal game company in the industry. I'll come in to 
                work at two in the morning or something and a bunch of other guys 
                are already here making content or playing games. I've made some 
                really good friends here.</font></p>
              <p align="left"></p>
              <p align="left"><font face="Arial, Helvetica, sans-serif">As far 
                as &quot;hit it right&quot; parts of the game. I dunno. There 
                were things that you know are working out well and things that 
                don't. You cut the ones that don't. With UT, it was a very gradual 
                progression. I can't even remember when the game stopped feeling 
                like Unreal and starting feeling like something unique.</font></p>
              <p align="left"></p>
              <p align="left"><b><font face="Arial, Helvetica, sans-serif">At 
                two in the morning? Was that only during crunch-time or is it 
                a regular thing?</font></b></p>
              <p align="left"></p>
              <p align="left"><font face="Arial, Helvetica, sans-serif">It&#146;s 
                a regular thing. None of us live on base-24 days. The married 
                guys tend to stick to a recognizable pattern, but the rest of 
                us work until we are too tired, sleep (either at home or at work), 
                and come back when we are done.</font></p>
              <p align="left"></p>
              <p align="left"><font face="Arial, Helvetica, sans-serif">I bought 
                new furniture for my apartment, but I haven't bought bedding for 
                my new bed and its been a month or so. I just sleep on the mattress. 
                Before that, I slept on a foam pad for a year. My money goes into 
                savings and investments because I don't have time to spend a lot. 
                I don't watch TV, which gives me a bunch of extra time.</font></p>
              <p align="left"></p>
              <p align="left"><font face="Arial, Helvetica, sans-serif">I do have 
                spare time, but its mixed in with the work.</font></p>
              <p align="left"></p>
              <p align="left"><b><font face="Arial, Helvetica, sans-serif">Wow. 
                Do you have a computer at home or is that just a silly question?</font></b></p>
              <p align="left"></p>
              <p align="left"><font face="Arial, Helvetica, sans-serif">No. If 
                I worked at home, I'd have a computer there, but I'd rather work 
                at the office. I can listen to my music as loud as I want most 
                of the time and I can easily communicate with the other team members. 
                If I want to get away I'll go home and read.</font></p>
              <p align="left"></p>
              <p align="left"><b><font face="Arial, Helvetica, sans-serif">Let's 
                talk about Unreal Tournament on the Playstation 2. What kind of 
                hurdles are you looking at in terms of the code you're responsible 
                for?</font></b></p>
              <p align="left"></p>
              <p align="left"><font face="Arial, Helvetica, sans-serif">I was 
                responsible for everything Playstation 2. I got script execution 
                up and running and the game running in Wireframe. We then starting 
                to shift our focus more on PSX2 so Tim took the rendering code 
                and I implementing minor things like input and so forth. You can 
                actually play UT completely on the PSX2 right now. Its not very 
                fast though. I'm not into graphics programming and I'm really 
                not into low level programming, Tim is much better. He faces the 
                big challenges of working out a fast rendering strategy and making 
                necessary changes to UT's renderer.</font></p>
              <p align="left"></p>
              <p align="left"><font face="Arial, Helvetica, sans-serif">Its strange 
                though...our UT project is completely playble, but without fast 
                rendering. The exact opposite of most game development projects 
                :)</font></p>
              <p align="left"></p>
              <p align="left"><b><font face="Arial, Helvetica, sans-serif">What 
                do you know to-date about the control systems (input) that will 
                be available? Are you able to plan ahead?</font></b></p>
              <p align="left"></p>
              <p align="left"><font face="Arial, Helvetica, sans-serif">Adding 
                extra features for new types of controller is pretty easy. Right 
                now we are focusing on the Dual Shock and Dual Shock 2. I'll add 
                support for the older non-analog controller also. The input code 
                is more or less done for now. As we get more into the gameplay 
                side of things, input could change. (And things like...menus to 
                select your configuration and so forth).</font></p>
              <p align="left"></p>
              <p align="left"><b><font face="Arial, Helvetica, sans-serif">What 
                do you think of other FPS games that have been ported to consoles, 
                in terms of interface? Do they adequately capture the first-person 
                shooter feel, or will you be trying to better that?</font></b></p>
              <p align="left"></p>
              <p align="left"><font face="Arial, Helvetica, sans-serif">I'm not 
                really that impressed, but what can you do with a pad? A hardcore 
                first person shooter doesn't really work that well on the console 
                to begin with. The audience is alot different. We all play a lot 
                of games though, so we'll probably come up with a bunch of good 
                configs to choose from (or customize). So far I like using the 
                left analog stick for strafing, the right for looking, L1 for 
                duck, L2 for jump, R1 for fire, R2 for altfire.</font></p>
              <p align="left"></p>
              <p align="left"></p>

              <h3 align="left"><font face="Arial, Helvetica, sans-serif"><br></loonystart> 
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<p><i><font face="Arial, Helvetica, sans-serif" size="-2">Credits: Illustration 
  &copy; 2000 Rowan Crawford. This interview is &copy; 2000 Russell Lauzon &amp; 
  Brandon Reinhart. All other content is &copy; 2000 loonyboi productions. Unauthorized 
  reproduction is prohibited. So don't do it biznitch.</font></i></p>
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