I've spent most of my life in Wisconsin but recently
moved to Houston, Texas, where I have been known to mistakenly identify
the cockroaches as small dogs. I have a degree in Industrial Engineering
and currently work as a safety consultant ... but all that is about to
change. At the ripe old age of 28, I've recently decided to change careers
and have accepted a job offer as a level designer with Revenant,
Inc. right here in Houston. Hell, they're less than a 10 minute drive
from my apartment - talk about convenient.
I
think my best work is probably Vostok Rising
for Quake2; although I'm most proud of The Gib
Factory for Quake1. Gib Factory is very dated
now but was a cutting edge level when it was released over a year ago.
It featured lots of new monsters, weapons, and graphics and was the first
level to convince me that I had talent. I would also be remiss if I did
not mention the Malice
project. Although my role was primarily as a level designer, it was a great
experience working with a group of talented designers to create a project
that was so well received.
V o s
t o k R i s i n g
Most
of my inspiration comes from within ... the rest of it comes from playing
through levels designed by other level authors. Very little of my inspiration
has come from playing through id's levels. As good as they are, I usually
play through them once and am done with them. I get a lot more enjoyment
out of playing through levels created by the good amateur designers. I'll
often see some new architectural style or gameplay twist that will inspire
me to create a variation and stick it in one of my levels.
Let's face
it - there are not a whole lot of new ideas floating around out there.
One of the things that separates a great level from a good level is the
ability of the author to come up with some new twist or incorporate a modification
into their level. That's one of the reasons that level authors such as
Neil Manke, Marcus
Dromowicz, and Iikka
Keranen stand out ... they are creative.
There
are too many good Quake1 level authors to start naming names so I'll just
skip to Quake2. There are a few Q2 levels out there that create a true
sense of mood and atmosphere. Among them I would count
Greg Barr's
Incarceration, Matt
Sefton's ISE,
Weibo De Wit's
The Strogg Downfall and David
Kelvin's The
Abandoned Conduit.
Quake2
is fun to play and fun to edit. The AI sucks. The rest rocks.
As
far as editing goes, there is no longer an excuse for an author not to
come up with something new and exciting in every level. The possibilities
are almost endless. In addition, the lighting is so much more realistic
(and easier to implement) that it allows for an greater sense of atmosphere.
|
E d
C o p e a n d f r i e n d
Uhhh
... that's not such an easy question to answer anymore. For Quake1, I was
an avid fan of Worldcraft. As support for WC slowly vanished over the past
six months I began to hear more and more about other editors whose feature
sets were matching or exceeding WC. When Quake2 came out and WC was the
only major editor not to add support, I began to experiment with Qoole,
Quark, BSP, and QERadient. For my last several levels I have used a combination
of WC, QERadient, and Quark. QERadient is the most powerful editor but
slows my system to a crawl. Quark has an excellent entity editing window.
WC ... well ... no comment.
Errr
... Ummm ... as of late my only hobby has been level editing. Ever since
I started working on the Malice project with Epochalypse all my other hobbies
have pretty much disappeared. When I do find the time, however, I play
Basketball, Ping
Pong, read,
and breed aquarium fish.
I've also been known to play my share of Deathmatch.
My
daily web crawl usually hits Planetquake news,
Blue's News,
any of the level review pages that have been updated, and Yahoo
Finance. I am also involved in The
Course Depot, a site which I established a while back to review user-created
courses for Jack Nicklaus 4. I am no longer involved in the day-to-day
operations of the page, but visit on a regular basis.
I'll
be working as a level designer on Revenant's
first project called Ascension:
Myths & Legends. It's a mythology-based
action adventure due out X-mas 98.
This
place is great. My bed was comfortable, the shambler stew was delicious,
and the Strogg at the front desk spoke fluent English. Say ... what does
a space marine have to do to get a free night around here anyway?
~Ed Cope
Hey Ed,
the Hotel will always have a room for ya, just give us another level!
~Igor |