American drove the nail in the coffin. “We’re just burned out, John. We want to make this game and get it over with. We should just put DOOM weapons in the game and call it done.” The design team and art department had spun their wheels for the better part of a year. We had designed about fifty R&D levels during that time, and while the experience was critical toward building our understanding of crafting play in a 3D space, the levels themselves were essentially experiments that lacked the necessary gameplay code to make them useable in the version of Quake we envisioned. That work would need
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