American - Scientist | August 20, 1970 -
We were happy with funding 'Rage' on our own nickel for years. We intended to do the same with 'Doom 4'. We had offers early on for 'Rage'. People offered us X million dollars. But we carried the risk, and when we finally signed a deal, it was X plus $10 million.
John Carmack
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I've said before that I'm a remarkably unsentimental person.
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Obviously, virtual reality is where I've placed my bet about the future and where the excitement is going. At this point, I could say it's almost a lock. It's going to be magical - it is magical - and great things are coming from that. Along the way, I was focused on the first-person shooters. I said we should go do something on mobile.
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Everybody's saturated with the marketing hype of next-generation consoles. They are wonderful, but the truth is that they are as powerful as a high end PC is right now.
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Low-level programming is good for the programmer's soul.
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After the acquisition of id by Zenimax, we had sort of taken the mobile platform team down to a skeleton crew. We were left with about two people who were finishing up the previous obligations on that. The rest had just been dispersed and absorbed by the other teams in the company.
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The speed of light sucks.
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To this day, I run into people all the time that say, whether it was 'Doom', or maybe even more so 'Quake' later on, that that openness and that ability to get into the guts of things was what got them into the industry or into technology.
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Oculus really started popularizing a new approach using cellphone screen technology, a wide field of view, and super-low-latency sensor tracking. It's not crappy stuff that doesn't work and makes everybody sick. When you experience Oculus technology, it's like getting religion on contact. People that try it walk out a believer.
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High-end BREW phones aren't nearly as limited a gaming platform as you might think - they are a lot more powerful than an original Play Station, for example. Java phones, however, are saddled with a huge disadvantage for gaming.
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I did take some value out of looking at the extreme simplicity of implementation that the tight resource limits required. I do feel that modern games are often abstracted a lot more than is really necessary, and it leads to robustness issues.
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I've never been one of those programmers that works effectively on short amounts of sleep. I've always needed eight hours.
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