1/2. I was working at Raster Productions on RTCW for PS2, doing textures, cleaning up shaders, and tinkering with the RTCW Q3Map there for internal use. Mainly I fixed bugs and removed some silly bits of code that had snuck in there over the years between it bouncing back and forth between Id and Gray Matter. That was in the late summer/fall of 2001.
On my drive to work on Sept 11th I was trying to set up plane tickets for my girlfriend who still lived in San Francisco to come up to Seattle to visit. When I stopped for coffee I heard what had happened on the radio. Things didnât go so well after that for various reasonsâŚ
Anyway, I found myself with lots of free time. So in December I began working on the public Q3Map in earnest. But I really should give credit where itâs due. Itâs all digibobâs fault. It was a conversation with him on #qeradiant that inspired me to âfixâ the compiler and do proper automatic caulking.
The first release of what would become Q3Map2 was called simply âq3map_facecullâ and after a couple revisions that worked so well that digibob removed Autocaulk from Bobtoolz completely. Since then there have been a few hundred releases, almost one every other day. And the rest is history or something.
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I didnât graduate from college. After a couple months they politely asked me to leave. I moved to New York and helped start a now-defunct game company called Double Aught Software. We developed Marathon Infinity, where I was a mapper and texture artist. I had already released a couple games prior to that, one shareware and one shrinkwrapped, for the Mac. Been coding since I was 10. Crikey thatâs over 17 years. I read lots of books and teh intarweb. Computer graphics is a subject with an exhaustive amount written about it.
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Working on a piece of software used by so many people for the creation of levels was definitely a learning experience. Having a quick feedback loop thanks to all my victims, er users was invaluble. Coordinating development with different coders on the GtkRadiant project was also very educational. There are lots of selfless guys who have donated tons of time to the whole project. Q3Map2 is just one part of it, albeit the one with the most aggressive release schedule. Except for GtkRadiant 1.5âŚspog seems to be putting out new releases every day.
As far as learning new stuff or researching for a feature, thereâs always room for improvement. Faster algorithms, cleaner code, new tricks⌠Radiosity was one area I didnât know much about before implementing it. It took a year or so after that before the code was actually somewhat close to a ârealâ radiosity processor.
Doing phong shading, lightmap texel placement, projection, optimization, were all interesting challenges. Thereâs a lot of code in there.
- I donât have a favorite. I prefer first-person shooters, and my top 10 in no particular order would be Marathon 1/2/infinity, Quake 1/2/3, Doom 1, Half-Life, NOLF 1/2 and Deus Ex. Outside of FPS games, Carmageddon 1, certain other driving games like NFS 2, Wipeout 1/2. Halo MP is pretty fun.
I lied. My favorite game of all time is Pinball Construction Set by Bill Budge. Itâs the reason I got into coding and making games.
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I was in the Marathon âmodâ scene before being hired to work on the last Marathon game. Made plenty of MP and SP maps back in the day. Only released test maps for Q3, RTCW, and ET, except for one monster called Ishii which was a botmatch map designed for visuals at a club 3 years ago.
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I no longer work full time on Q3Map2 or games. Too many other interests. 
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I donât have any kids. That I know of.
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Work, cycling and spending time with my friends. And websites, a CMS, mod_perl stuff, learning Python and going to the pub.
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Iâm flexing.
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What?