was involved in all aspects of level design including initial design
concepts, terrain & architecture blockouts, environment art,
lighting, detailing, scene performance optimisations, multiplayer
AI scripting, and bug fixing. I regularly encouraged the level design
team to strive to improve their Maya modeling skills so that we
could create the appropriate geometry for the situation, be it in
BSP brushes, curve patches or model geometry.
had a great team of designers working on ETQW. Knowledge
was readily shared, support was given, and inspiration was only
a glance over your shoulder at the monitors around you. Thanks must,
of course, extend out to the entire team(s) that broke their backs
to ship the game but I worked closely with the same group of designers
for over three years and truly appreciate all the hard work everyone
thanks to id Software and Nerve Software for all their help on ETQW!