A Book on Quake and the Golden Age of FPS
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by Duacan
5 hours ago

hello Alexander, I really loved your these draw works. I loved cathedrals too.I started 3ds Max new. And I really really want to meet you, if you wanna to do. By the way, my name is Duacan, from Turkey. also Im working for learning and speaking German. Cause Deutschland is the my first country for living. Whatever, take care yourself, Tschüss. insta: 06optimusprime06

by Asadullah Sanusi
1 days ago

nice blog but here is the thing, what is wrong with overlaping uv's and mirroring them, what are the cons of overlapping them and why is this method better in the case of uv? thanks

Thank you @Fcardoso The volumetric light is available in the latest 2018.3 beta. In the visual environment setting, there is a new option to select Volumetric light fog. The screen I shared is from 2018.2 during that time I was using a script to enable it :)

A Book on Quake and the Golden Age of FPS
20 August, 2018

Check out a cool book project from Indiegogo that tells the story behind id Software’s bestselling, industry-defining Quake franchise. ‘Rocket Jump: Quake and the Golden Age of First-Person Shooters‘ also discusses the making of other FPS titles such as Half-Life, Team Fortress, Duke Nukem 3D, and Star Wars: Dark Forces. Let’s study the project and see if this is a must-read for FPS fans. 

Developers, enthusiasts, and critics regard the 1990s as a wellspring of creativity and technological innovation for the first-person shooter genre of video games. Released to widespread acclaim in June 1996, Quake changed the landscape of shooters and gaming technology, but not without taking a toll on its creators and shaking id Software to its foundation.

While previous books have documented the history of id Software’s early years, Rocket Jumpgoes beyond the making of the original Quake to present exhaustive details on the development of its sequels as well as behind-the-scenes accounts from id Software’s designers on the technological innovations and political power plays that defined the studio’s culture.

In addition to a deep dive into id’s development history, Rocket Jump chronicles the making of other FPS titles such as Half-Life, Team Fortress, Duke Nukem 3D, and Star Wars: Dark Forces. The result is the most comprehensive history of the FPS genre’s golden era to date.

Rocket Jump is based on research and first-hand interviews with developers from throughout Quake’s history including John Carmack, John Romero, American McGee, Jennell Jaquays, Graeme Devine, and more.

Witness the impact of Quake and id Software on other FPS studios such as Apogee/3D Realms, Valve Software, and independent developers.

You can learn more and support the project here

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