This supported physically based vehicles, and at the same time John Carmack had been toying with an alternative way of texturing worlds a technique that would be well suited to the game ‘Quake Wars’ would become. There was a new physics engine in the works at id that would go on to be known as id Tech 4. Kevin had already been working on QUAKE 4 with Raven Software at the time, so there was a wealth of backstory, concept art and designs that were shared with us to build on.” RJ: “We worked closely with Kevin Cloud, one of the founders of id software and an incredible mentor. Raven Software took this on board with their production of Quake 4, while Splash Damage’s game would become an origin story for the universe. Quake 1, 2 and 3 were all very different in terms of setting and gameplay, but id Software’s focus for the IP shifted to the conflict with the Strogg as seen in Quake 2. Richard Jolly: “We were champing at the bit to work on the Quake IP! That’s actually where Arnout, Paul and I met – in the halls of Q1DM6 shooting rockets at one another – so it’d long been a dream of ours to work in the Quake universe!” There were a number of key challenges facing Splash Damage during production but the scope of the game wasn’t one of them.” While some of the team were completing work on this, the rest of us shifted over to do a proof of concept for a large, open terrain based game with vehicles based on that technology.” To get familiar with their technology, we helped id Software out with adding multiplayer to Doom 3. Doom 3 had already been announced but was single player only at this point. Its first major project, Wolfenstein: Enemy Territory, had garnered praise the world over.ĪVM: “After finishing Wolfenstein: Enemy Territory (Wolf:ET), id Software and Activision were happy with the reception of a multiplayer-only title and were looking to do more with their franchises. Splash Damage was a studio built from the community. Three small rooms, a dozen staff working on projects – this was the classic “bedroom developer”. Quake is an IP that had been established over many years, long before the opportunity arose for Splash Damage to work on it. We sat down with Arnout Van Meer and Richard Jolly, founders of Splash Damage, for a trip down memory lane.Īrnout Van Meer: “ was the first title we did where we really felt like a proper company, instead of some amateurs that managed to land a lucky project!” The iPhone had just gone on sale, Gordon Brown had just been appointed Prime Minister, and a plucky studio in London was celebrating releasing a brand-new game.
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