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Lithtech2 interview & screens

Jul 18, 1999 12:05am CST tags: Games: PC, Interview
UGN3D has scored 8 screenshots from the LithTech2 technology demo. Most indoor, outdoor and model stuff. Then they take those screenshots and have incorporated them into a Mike Dussault interview.

CL Canada interview

Jul 16, 1999 4:29am CST tags: zGeneral News, Interview
UGN3D sits down for a Q&A with Mark Jamieson: Director of Creative Labs Canada. Warning: they don't talk much about Creative Labs stuff as much as personal music tastes, hockey, and South Park. This was during the Canadian Comdex in Toronto I believe.

Pangea Software interview

Jul 16, 1999 4:25am CST tags: Games: PC, Interview
SE discusses development and 3D stuff with Brian Greenstone, owner, programmer, tech support, and pretty much everything else for Pangea Software, Inc.

Deus Ex interview

Jul 16, 1999 4:22am CST tags: Games: PC, Interview
CGR posted an interview with Harvey Smith (Ion Storm game designer) obviously about their upcoming Unreal engine based role playing game Deus Ex, as well as a few other titles.

Sanity Interview

Jul 14, 1999 5:33pm CST tags: Sanity, Monolith, Interview
GA-Source has a new interview with Jason Hall of Monolith talking to him about their LithTech2 engine based game Sanity.

Reborn Interview

Jul 13, 1999 11:30am CST tags: Games: PC, Interview
Speedy3D has another interview up today, this time around they chat with Mikael Lindgren of Nerve Lab Studios talking about the new game he and his co-workers are developing, Reborn. (A FPS game). They also have some new screenshots to take a gander at.

Sanity Interview

Jul 13, 1999 11:28am CST tags: Sanity, Monolith, Interview
XGamerz has a Sanity interview with Kevin Lambert of Monolith Productions.

Mark Rein Interview

Jul 12, 1999 2:22pm CST tags: Mark Rein, Unreal Tournament, Interview
Games-On-Line has an interview with Mark Rein of Epic Games talking about Unreal Tournament. Thanks loony

GearBox Interviews

Jul 12, 1999 3:40am CST tags: Gearbox, Half-Life, Interview
A couple more GearBox interviews for you guys over at Halflife.org. You can have a look at what Mike Wardwell (level designer) as well as Rob Heironimus (also level designer) have to say about their work on the Half-Life expansion pack.

TreadMarks Interview & Preview

Jul 12, 1999 3:39am CST tags: Games: PC, Interview
Speedy3D has a nice new interview with the guys who worked on TreadMarks which we saw a "test demo" of released about a month ago I believe. You can check out the CGO preview of the game while you're at it.

TRIBES Extreme Interview

Jul 12, 1999 3:38am CST tags: TRIBES, Interview
The Planet-Tribes guys have busted out a nice quick interview with Lincoln Hutton of Dynamix about their single player style version of TRIBES which was conceived just a couple of months ago.

Revenant Interview

Jul 11, 1999 3:12pm CST tags: Games: PC, Interview
PCParadox has a new interview with Rex Dickson, the lead producer/designer working on Revenant right now. The game looks like a sooped-up Diablo or something.

Vampire: Masquerade Interview

Jul 09, 1999 5:41pm CST tags: Vampire: Masquerade, Interview
The GA-RPG guys have slapped up a new interview with Ray Gresko of Nihilistic asking about Vampire: Masquerade. It's a pretty lengthy interview and well worth the look if you're interested in Vampire. (Which you should be)

AMD K7 Interview

Jul 09, 1999 2:30am CST tags: John Carmack, AMD, Interview
The AMD K7 Athlon press just doesnt stop does it? GlideUnderground chats with a AMD rep asking a number of good technical questions on what the K7 is all about. As I mentioned yesterday the benchmarks that came out as well as John Carmacks' praise of the CPU are some serious considerations.

The 200Mhz bus should be considered the bus between the CPU and the system logic (northbridge). The buses off of the chipset (AGP, memory, PCI, etc) are capable of running at speeds distinct from the 200Mhz connection between the CPU and system logic. We haven't talked about the details of the specific implementations or how these will affect overall system performance. Without going into too much detail on performance levels, I can say that the AMD Athlon processor is the industry's first seventh generation CPU and that we plan to demonstrate this level of performance through industry accepted benchmarks

TRIBES2 Interview & Shots

Jul 09, 1999 1:56am CST tags: TRIBES 2, Interview
The guys at GameFan finally got their turn in the line to interview Scott Youngblood of Dynamix to talk about TRIBES and more specifically TRIBES2. For the curious here are some screenshots: shot1 shot2 shot3 shot4 shot5 shot6.

AMD K7 Interview

Jul 08, 1999 1:05pm CST tags: AMD, Interview
PCParadox has an interview with Richard Baker of AMD talking about the new K7 Athlon CPU that we should be able to get a hold of within a month. Also make sure and check out the Athlon benchmarks that came out a couple days ago.

Does the release of the PIII Coppermine worry you at all, regarding the speed increases that Intel will get with its move to on-die cache and Copper technology?
No. Athlon has 128k of on-die cache and as you will see from the performance metrics which we have already published on our web site, we expect to outperform coppermine when it finally comes out in November. Also coppermine will debut at 600 Mhz, we have 600 Mhz now. Again, coppermine does not use copper interconnect.

RUNE Interview/shots

Jul 07, 1999 2:28pm CST tags: Rune, Interview
A couple bits of RUNE info for you guys. You can check out this page for a couple of new screenshots of the HumanHead Studios game in action. On that same page there is an interview with Tim Gerritsen of the development team.

Lithtech2 interview

Jul 07, 1999 4:50am CST tags: Games: PC, Interview
One of the coolest things I saw at E3 was the LithTech2.0 technology demo. Flipcode takes a peak at this engine in the form of an interview with Mike Dussault:

The landscapes we're working on don't really classify as a special effect, but they will be pretty impressive. The E3 demo we did really only was the beginning. Things that helped the landscapes look good were volumetric fog, the water reflection, and detail textures. The scale is also pretty staggering. We are going to great pains to not have a fog-clipping-plane thing in our terrains :)

Wheel Of Time SFX Interview

Jul 06, 1999 2:00am CST tags: Games: PC, Interview
Developer Quest Magazine picks Aaron Leiby's (SFX programmer at Legend) brain on general Wheel of Time development stuff and, of course, eye candy:

I also like to think of myself as the Special Effects programmer for WoT. I've added a few of the cooler features (IMHO) to WoT. Such features include weather effects like the rain we showed off at E3, and a generalized particle system that we use extensively throughout WoT -- from the ter'angreal effects to campfires to healing zones. I also added the ability to leave scorchmarks and bloodsplatters on surfaces throughout the levels. This increases the player's immersion level by making them feel like they're really affecting the level around them -- many times, it's the simple things that make the biggest impact. Such effects usually stem from one of the level designers coming down to my office and saying, "you know what would be cool...", and shortly thereafter, its in the game. I provide the toys, and the level designers use them in their levels.

S3 interview

Jul 05, 1999 12:43am CST tags: Hardware (PC only), Interview
S3 is interviewed over at CTNews about the usual things.