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

IN BED WITH XIAN

This is again the Gold Edition of Dear chiQ. Once more I'm asking the questions rather than answering them. The person answering is id Software's own delectable Christian 'Xian' Antkow

Xian gave me time over a few days just before he went to sleep, so this interview was conducted in its entirety from Xian's bed on his notebook - hence the title.

Xian went from being a Database Programmer to mapping for id in 1997 and has produced such works as Strike, Command & Space for Q2 and q3tourney2, q3dm6, mptourney1, mptourney4 in the time since. He's not only a mapper, he's a composer, a wire fu connoisseur, a cat person, and a snappy dresser. There can be only one.

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 - What was your first real job?

   

Xian - My first real job ? Ack. Seems like so long ago. I worked in retail back in Canada for a chain of computer stores called "CompuCenter". I hated retail around Christmas time. Sales wasn't for me ultimately...

   

chiQ - No kidding!


chiQ - what do you want to experience that you've never done before? I'm talking anything, from a holiday, to meeting a person, to going to the moon...anything (no asking to meet dead people though).

   

Xian - I want to rent a Humvee, pack it full of supplies, and drive east out of Las Vegas into the Nevada desert, right smack into the middle of nowhere and just experience complete and total solitude. Same thing for the Australian outback. I'd like to snorkel with dolphins one day. I'd like to buy Trent Reznor a beer. I'd like to find Mrs. Right.

   

chiQ - I think your Mrs Right count just went up by a few female NZG readers...


chiQ - You love your job. You love the team work. You work with a team that makes my favourite games. Everyone has ideas they don't apply in their job though. What if I told you that I'd hand you $8million to develop your own game...trouble is of course you have to make a new genre...you can mix in existing game styles, but I want something new, no FPS...what would you do with my money?

   
Xian - Hmm. I'd probably do a type of game that hasn't been done before in terms of scope and gameplay. I would probably mix in elements from a bunch of favorite games that I've played in the past. Probably a top down action fighting RPG that mixes elements of Street Fighter, Final Fantasy, the old "Rampage" arcade game, the old "Commandos" arcade game, Alone in the Dark, Mario Brothers, Ultima Online, The Matrix, and a elements from a whole buttload of Wire-Fu films.
   

chiQ - What's your favourite wire fu film?

   
Xian - Don't have a single favorite. I really enjoyed "Once Upon a Time in China", "Crouching Tiger, Hidden Dragon" (Although the wire-fu was, well, a little different in that), and "The Matrix".
   

chiQ - hehe natch...excellent taste :)


chiQ - You work in Texas, but you're Canadian - what do you miss most about Canada?

   

Xian - The thing I miss the most about Canada, more specifically, Toronto, the city I grew up in, is the night life. The club/live music scene is great in Toronto, so coming from a city like Toronto, where most of my favorite bands stop on tours, to a place like Dallas, where most of my favorite bands rarely stop on tours, is a bit of a drag.

Also, I miss Canadian beer. This American stuff is generally, pretty horrible, so I stick to drinking imports mostly.


chiQ - Of the stuff you own and use which is your favourite 'toy'? By toy I mean a piece of technology that you own and get pleasure from using.

   

Xian - My car =) When I need to escape, I just hop in and go for a drive to take my mind off things. Inside my home though, it'd probably be my recording studio.


chiQ - I tend to work better with music playing. I have set playlists I skin to, and I'm certain they help me focus. Do you listen to music when you work and play? If so are the music types for the two different and what do you listen to?

   

Xian - I don't usually listen to music when I'm playing games. I find it distracts me. When I'm working though, I'm usually listening to something. Just depends on my mood. When I'm on a really good productive roll, I'll find myself listening to harder edged music, and when I'm thinking about stuff, I usually listen to more mellow stuff =P


chiQ - Music's a bit of a passion for you - have you ever thought about shifting gears and making it part of your career?

   

Xian - Sure I've thought about it, but my first passion is working at id, so realistically, music is just a hobby. I suspect one of these days, I'll get enough material together in my spare time to fill a CD, but that's way too far in the future to seriously consider.

Also, I'm really hard on myself. I don't think I'm all that great compared to some of the other bands I'm into, so that sort of bums me out at times, but hey, it's a hobby, so even if I just write music for myself, I'm having fun.

   

chiQ - So do you use your own music in your maps or would you?

   

Xian - No. I don't use my own music in my maps. That's something I came to realize working through Quake 3, is that the type of music I'm into writing, is not well suited for computer games. I could try and do some Bill Leeb'esque ambient stuff, or try to do some NIN inspired stuff in the Q1 vein, but it's not my strengths, and it'd probably suck really bad =P I'm much more into beat driven dancefloor electro stuff.

The way I rationalize it is that if there are other artists out there, take Bill Leeb or Trent Reznor as a perfect examples, who are just incredible musicians, why try to kill myself basically trying to be derivative of what they are doing, when they can do a much better job, and be purely original. It all boils down to what is the best thing for the project. Certainly not my own stuff. Hey I'm realistic about things.


chiQ - You're your own toughest critic where your music is concerned. You seem to be into the process of composing as much as the end result...do you get as much out of the level development process as the map at the end in the same way? i.e do you enjoy the mapping as much as the sense of achievement when it's done?

   

Xian - I enjoy the entire process of creating a map. Seeing as how were doing a primarily single player game for our next project, a lot of planning goes into what you want to accomplish for a level. I'll spend a few days brainstorming on ideas for what I want to accomplish with an area or level, talk to Tim and the other designers, get feedback, go back change things up here and there, more meetings, more solidifying, more sketching, more brainstorming...

I find the planning and group brainstorming the initial planning doesn't last more than a week usually. Then I get to the building stages once we've established a floor plan and level flow, down on paper. Then comes the hard part, building the thing. This is the most frustrating, yet rewarding part for me. Frustrating, because it's *REALLY DAMNED HARD* trying to create a new style for a new game. Initial experimentation with design (in the editor) usually lasts a week or two.

Once I'm happy with a first pass of an entire level or an area, then it gets handed off to the artists, and that's where the real magic happens. That's where they take my ideas and expand on them and make them look really good =) To me, that is probably the most rewarding part of design. Coming up with a basic flow and gameplay design for a level/area, handing it off to the artists, and seeing it a week or so later and it just looks amazing. we go back and forth and discuss the work in progress.

   

chiQ - OK, so is it just the mappers then artists or do people from different codes like programing have input too?

   

Xian - The rest of the company usually has their say once a level is entirely ready to be playtested, but we're still a ways away from that at present.


chiQ - I'm no map design expert. I don't know a lot about your work. I don't even know which of my favourite maps you made. Do you think you style of mapping is distinctive from those of others at id and if so what makes yours stand out?

   

Xian - Hmm. I try to be distinctive, although I am influenced largely by Tim Willits' work (at least during Q3A). While my maps may not visually look distinctive, I'd like to think that they play pretty damn well, so I guess that's how I try to distinguish myself from the others (Not to say that the other mapper's maps don't play well). I try to make things play well through simplicity, rather than overdesigning a deathmatch map.

Q3A saw a shift in how maps were handled at id. My only baseline was working on Q2, and for that project, the final BSP was pretty much directly in the hands of the designer who worked on it. For Q3A, we saw a lot more direct intervention by the artists, and while it's our job to make maps play well, we're not artists, save for Paul Jaquays.

Hey, I'm not an artist, so I won't even pretend to say that I can't use help in making things look better, so that was a welcome change. The artists helped out in areas they are strong in. Making things look good.

Looking forward to DOOM, artists and designers will work much more closely to make the world look as good as possible. So while we ultimately handle the design and building of a map, the artists now play a major role in how the level ends up looking. So, in our future projects, I'm really not sure how distinctive the look of things will be from the point of an individual mapper. It will probably be more difficult, looking forward, to say "Oh hey! That looks like a Tim Willits area" or "Hmm, this sort of looks like something Paul would build" because there is much more teamwork involved in a single map.

When this process first began, having artists working directly on our maps, I sort of didn't know how to react. It's like "Oh, so I'm not good enough ?" You get to feel a bit defensive and bummed out about other people working on your stuff, but then if you sit back, and think about it rationally, you end up realizing "This is for the greater good of the project".

When I began to realize and understand that, it really changes the way you work, and your relationship with others in the company. You have to realize that you can't be selfish and self-serving. You *MUST* learn to see "the greater good". If there are any aspiring mappers out there reading this, please learn to understand this. Check your ego at the door when you leave to go to work. You are not an island. Your other co-workers have strengths that you don't, and the sooner you realize this, the closer you become to being a real team player. Always try to see "the greater good" and don't let your pride cloud your emotions or productivity.


chiQ - What is your favourite time of day and why?

   

Xian - My favorite time of day is probably the late evening. Just before I go to sleep. I reflect on my day, what I accomplished, what I didn't accomplish, what I should work on tomorrow...

Actually... I sort of enjoy the mornings too... As strange as this sounds, I get a lot of ideas about things when I'm taking my morning shower, and then I think about those ideas on my drive into work, and by the time I get to the office, I'm usually ready to start working on something right away because I've been thinking about it all morning =P

So I guess to answer your question directly, my favorite times of the day are right in the mornings before I head into work, and late at night right before I fall asleep.

   

chiQ - Like now..and I'm breaking in on that :)

   

Xian - heh...hey, I'm thinking about work, like... now...

   

chiQ - what are you thinking about?

   

Xian - Right now ? I'm thinking about the staircase and lobby I want to build tomorrow...

   

chiQ - :)

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