Mario Schlosser

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A lot of id’s biggest decisions happened late at night. Our unofficial motto was “We are the wind,” meaning we could blow out of wherever we were or change direction at any time. We worked superhuman schedules. We developed games faster than anyone. To do that, we quickly absorbed information, analyzed it, and made decisions. We also were id-driven. We wanted whatever it was we wanted—to make the best, coolest, most fun games—and we wanted it now. We called our decisions bit flips—when a computer value changes from on to off, or vice versa.
Doom Guy: Life in First Person
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