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PaulJ Interview

by Maarten Goldstein, Mar 09, 2002 4:38am PST

Dear chiQ has an interview with Paul Jaquays, ex-employee of id Software (as he announced yesterday). They talk some more about how he came to his decision to leave and such, with Paul explaining that better than in his .plan update.

I may be one of the few people actively involved in the computer gaming industry who has absolutely no nostalgia for the original Doom. Sounds shocking, yes? But I didn't have access to a computer that played it during its heyday. I've gotten my FPS enjoyment from later games like Quake 2, Quake 3 Arena, Team Arena and Return to Castle Wolfenstein. So, on that day in June in 2000 when John Carmack suddenly decided to switch id's development focus away from our next scheduled project and turn it towards a new version of Doom, I can't say I was very happy about it. Before that event, I was excited about the project we were supposed to do next, and was looking forward to working along with Graeme Devine on it as a game designer. The sudden decision to drop our next project and make another version of Doom was a real emotional slam to me ...





Comments

17 Threads | 73 Comments











  • Paul rocks, not matter what he's doing. I have been a frequent visitor to the Q3 mapping forums he's moderated/contributed to for a year and some, and he never fails to offer insight, support, information (when he legally can - no Doom3 tidbits kiddies!), opinion and more support to those in the texure art/level-editing arm of the mod community.

    He's a real artist and a gentleman, and I am sure he'll continue to kick ass where ever he goes. As an artist myself I know the feeling of having your role/duties become stale after a while, and what it's like when the urge to move on kicks in.