Current Dear chiQ

Past Dear chiQs
09•10•02
21•08•02
GOLD - PaulJ
GOLD - Todd
GOLD - Xian

23•12•00
GOLD - PaulJ
03•12•00
01•12•00

Well, this is a bit different for one simple reason. This is the Gold Edition of Dear chiQ. Now why has she given Dear chiQ such a wanky name you ask...well because I'm a wanker of course. I wanted to make this Dear chiQ stand out because today there's a bit of role reversal going on. I'm asking the questions rather than answering them today. The person answering is none other than id Software's own Paul Jaquays.

Paul is an amazingly interesting guy. He is a package of artistic talent, technical aptitude, and sweet nature all rolled into one. I've had some contact with Paul, starting with a request I made to him for advice regarding my texturing ambitions, and culminating in the conversion of one of his forums on Quake3World.Com from a bot editing one to one encompassing modelling, texturing and bot editing for Quake ]|[ Arena, which I was made comoderator of, along with Paul, AstroCreep, and my skinning partner Chemical Burn.

To me Paul seems quite shy, but astute, so I felt that any interview with him would be interesting. After compiling a set of questions I sent them to Paul and he promptly made a very comprehensive response and sent it back. I hope you enjoy it and find it as interesting as I have.

I'd like to extend my sincere thanks to Paul for taking time out to answer my questions - yet another display of his kindness to me and to the gaming community at large.

If you have any comments to make or would like to get some Dear chiQ-style advice contact me here. Now let the interview commence...

 


chiQ - As far as I can tell you're the id team member who contributes the most to the game editing community. You put in time on Q3W, moderating and helping users, actively fostering the pastime not only there, but also in the form of the Polycount map objects competition as well. You make a point of encouraging newbie editors, as you did me when I mailed you, and seem very ready to advise others in any aspect that you can. Do you think that it's the customizability of id's games that has lent them their longevity and is this why you're so active in promoting and supporting game editing?

   

PaulJ - That's really two questions and the answers aren't entirely related. Customizability in FPS games is good and fun, but it doesn't ensure success or longevity. Id's own games have had that, but it hasn't always been true of games, even successful games, using our engines. Half Life is the other real success story and that's been mostly due to a couple very successful mods (Team Fortress Classic and Counterstrike). Even though some of the engine license games have more tools and built in features, there hasn't been the degree of user support for them.

Why did I get involved? I see a need and where I can, I follow up on it. In a way, that's how my career began a long time ago - following up on a need I saw that wasn't being met in the Dungeons & Dragon hobby. At id, I realized that I didn't understand how shaders worked (and I suspected that others in the company didn't either). Brian Hook's documentation assumed the user knew a lot more about obscure things like blend functions than I think we really did at the time. So I volunteered to write a shader manual. Half a year later, I was assigned to write the editor manual (after we had shipped). That was about the same time that the forums on quake 3 world were getting going. Not everyone at id was comfortable with constant public interface or with writing a lot, or with being patient with newbie users and having a public profile at the same time (I'm still not sure whether I'm comfortable with the latter). But working on the forums and the manual worked together quite nicely. A lot of the questions I answered ended up becoming parts of the manual.

Throughout my career, I've made a point of helping others involved in what I do. I think that, as a craftsman, it's important to give back to the craft. I know that what I've done over the years as an artist, designer and even a manager has opened doors for a lot of people into places they never expected to go.


chiQ - What games do you play most often, and are you a fan of any particular Q3 mod or TC?

   

PaulJ - Play games? I put a lot of time into Diablo 2 before things got intense near the end of Team Arena. Actually, I have a "thing" for video pinball (in lieu of getting access to the real thing). I don't play much in the way of mods.


chiQ - You're a talented artist outside of your map-making, having an extensive history of published 2d art, and have made a recent foray into the 3D aspects of game art. We're going to be able to see your Flayer PM head in the upcoming EP Team Arena 3, which should turn some heads when used with the female body models :P - do you think the emphasis of your role at id will change as you develop your 3D skills?

   
PaulJ - The tasks involved in map-making in the future are likely to involve a greater dependence on content, surfaces and decoration that can't easily be built by brushes and simple patch meshes. Learning 3D modeling tools is a part of developing my job skills. We have ultra-talented artists here who can make cool models in their sleep. I'll be hard put to keep up with them as anything other than a map designer.

chiQ - Obviously you don't make all the Q3 maps that id publishes since you're part of a team. To what extent does each map-designer at id do a complete map, or does everyone contribute to each map?

   

PaulJ - The typical design path is for a single designer to create the layout and map geometry for a game map, and then do a first pass at texture selection and decoration. Everyone on the dev team and even the biz guys has input into what they like and don't like about the maps. Their feedback goes into correcting problems and improving play. With Q3A and Team Arena, we passed our completed maps off to either Kevin Cloud or Kenneth Scott to bring up the visual quality of the maps. They created new textures, models and special effects ... and in some cases restyled portions of the architecture to give the map an overall "look". The map then went back to the designer for full implementation of the artist's style treatment. If a map needed significant redevelopment, it would sometimes go another designer. Other than that, the designers tried to stay out of each other's maps except to do minor fixes (usually when the originating designer was unavailable).


chiQ - id has recently released a demo for TA3. We're hoping we'll be seeing the full release before Christmas so people can buy it for us :P - which aspect of this expansion pack do you find the most exciting as a step forwards in either a game play sense or for game editors?

   

PaulJ - The user interface represents one of the most significant changes ever to the way id makes games. Mod makers will have access to the scripts used to create that interface. Near the end of the development cycle, one of our newer staff members created modifications to the compiler that allow us to make extremely large maps featuring a relatively economical way of handling terrain in Q3A engine games. I know players are going to have fun in these maps, and I think mapmakers may have as much fun making them.


chiQ - What challenges do you think TA3 will present mapmakers with that VQ3 doesn't?

   

PaulJ - The terrain style options allow designers to think of levels as more than boxes and connections betweens boxes. The team style maps requires the map maker to think of how a map will be played in several different game modes - without the opportunity to drastically change the map between modes. We discovered that other than a few minor changes, even changing entities between modes wasn't a good idea.


chiQ - Will id release any further maps for VQ3 or TA3 after TA3 is published?

   

PaulJ - Officially, the dev team will be moving on to Doom development. There are company plans in the works to release PC compatible versions of the DreamCast Q3A maps some time soon (but only those that are conversions of id's original maps). I don't know of any official plans regarding new Q3A or Q3:TA maps for id. Anything coming from id designers in the near future is likely to be personal projects.


chiQ - There is a school of thought that says id produces tech for others to base their games on, and that Q3 in particular was not released so much for it's gamplay as an engine to be marketed. I personally am hooked on Q3 and have found I like the engine as it's been implemented in Raven's Elite Force, so I consider this a good use of id's resources. What do you think? Should id concentrate more on putting out plot-based releases such as the Q engine-based Half-Life from Valve, or is the concentration on the development of good game engines a priority you support?

   

PaulJ - I would argue that school of thought isn't turning out very good graduates. A game engine developed in a vacuum, without being made in conjunction with a game, is not a product that I would want to be on either side of in a licensing deal. With both Q3A and Quake 3: Team Arena, we wanted to make a fastpaced action combat game with an arcade feel to it. We think we succeeded. Our previous game, Quake 2 was different because it had different goals, and I expect the next game to be different too.


chiQ - Who comes up with the easter eggs we take delight in finding in id games?

   

PaulJ - Usually originates with a designer, sometimes with an artist. I worked with some other people here to put the little "surprise" that appears in the depths of City3 in Quake2 and with Adrian Carmack to put the secret hidden in the first Quake 2 secret level. I put one in a Q3A map and either created, or arranged to be created, a number of other ones, mostly in my own Q3:TA maps.


chiQ - Which player model, map, and gameplay mode from id releases do you most enjoy?

   

PaulJ - Mynx in Q3A is my favorite player model. Map ... in Q3A I've had the most fun on Q3DM17. Before that, I liked running around in my old Q2 mega-map, City64. Gameplay mode? I think I like One Flag CTf.

You can discuss this interview here.