I like how the second half of the episode is faithful to the books in that there are no visuals. This is the first place I noticed a kind of conflict within the game: Fighting “monsters” in the dark is great for the atmosphere and story, but fighting humans makes for more interesting gameplay.
At the twelve minute mark: See? THIS is why we shouldn’t take random manhole covers and use them as tables back in town.
Game at the Bottom
Why spend millions on visuals that are just a distraction from the REAL game of hotbar-watching?
The Opportunity Crunch
No, brutal, soul-sucking, marriage-destroying crunch mode in game development isn't a privilege or an opportunity. It's idiocy.
Philosophy of Moderation
The comments on most sites are a sewer of hate, because we're moderating with the wrong goals in mind.
id Software Coding Style
When the source code for Doom 3 was released, we got a look at some of the style conventions used by the developers. Here I analyze this style and explain what it all means.
A video discussing Megatexture technology. Why we needed it, what it was supposed to do, and why it maybe didn't totally work.