Take a trip down memory lane with members of id Software, as they discuss the company’s early years, the magic of QuakeCon, and what fans can expect out of RAGE at this year’s event. Podcast features John Carmack, Tim Willits, Matt Hooper, Marty Stratton, Jonathan Wright, and “id Mom” Donna Jackson.
Watch the fifth video in our six part behind-the-scenes look at RAGE. In “The Enemy”, the team at id Software discuss the many enemies players will encounter in RAGE, ranging from bandit clans to mutants to the Authority.
Catch the previous four videos on our YouTube channel and come back next week to see the final chapter.
For both Nick and I, our first trip to id’s new offices is something we’ll never forget. In addition to playing plenty of RAGE, it was great spending time with members of the team (more on that later this week) and seeing all the cool DOOM, Quake, and Wolfenstein stuff throughout the office. As you can see from the pics above, the place is full of video game history!
Got id memories you want to share? Don’t forget to send your pics to firstname.lastname@example.org for a chance to win a poster. For more details, check out this post.
This morning we’ve released part four (of six) in our behind-the-scenes look at RAGE. In this latest video, titled The Wasteland, the team at id discuss creating the world of RAGE, its variety of intense missions as well as co-op and multiplayer combat rally racing.
If you missed any of the other video, head to our YouTube channel to watch these
Attention fans of id Software: you will not want to miss QuakeCon 2011!
To mark two decades of gaming excellence, key figures from id are coming together for the “20 Years of id Software” panel, a lively look back at one of the most storied studios in gaming.
John Carmack, Todd Hollenshead, Kevin Cloud and Tim Willits will all be on hand to tell their tales on the main stage, with G4TV’s Morgan Webb hosting the proceedings. Following the hour-long panel, the id guys will stick around for a signing session with fans. It’s all going down at 2:30pm on Friday, August 5 in the Grand Ballroom.
But before the panel even begins, we’re giving you a chance to participate. Are you a collector of id-related materials? Did you have your picture taken with John Carmack once — or did you get your Quake box signed by the dev team? Send in QuakeCon photos, pictures of your id game collections, your favorite screenshots — anything related to id — to “email@example.com” under the subject “id 20th” and you may see your image featured on the big screen during the event. We’ll be giving away id-related posters to the people with our favorite contributions, so good luck!
For more information on QuakeCon, head to the brand-new QuakeCon.org.
Watch the second video in our six-part, behind-the-scenes series for RAGE, titled “The Dawn”. This time around the team at id talk about creating RAGE’s story — discussing the destruction of civilization, as well as the characters and enemies you will encounter in the wasteland.
Recently I had a chance to catch up with RAGE’s art director, Stephan Martiniere, who created this cover for the first Dark Horse comic. The comic is the latest accomplishment in an impressive career that has spanned cartoons, amusement park rides, video games, and even Star Wars.
You created this cover (above) for issue #1 of the RAGE comic series. How was creating a cover for a comic book different from your work on the game?
When you design for a videogame you have to be aware of different visual, narrative and technical aspects. You have to know the context in which your concepts are being used and the importance your design will have in the story and gameplay. It is also important to know what visual impact your design will have and what that design will communicate to the player in terms of emotion. You have also to take into account the game technology and the limitation it might impose on your design. All these different aspects will dictate how you approach a concept or painting and how you execute it.
Doing a painting for a book or comic book cover has obviously less limitation. Its more about self expression, I can explore style and technique without limitation. There is a lot of freedom in it. I can let the process dictate the outcome. You are still communicating with the viewer and are conveying excitement or a sense of wonder but ultimately it’s a personal as well as a stylistic approach, it’s about who you are and how you express yourself as an artist.
We’ve just released the first video in a six-part behind-the-scenes series for RAGE. Part one, “The Legacy of id,” is available for viewing above. In this video, the team at id Software touch on pioneering the first-person shooter with memorable titles like DOOM, QUAKE, and Wolfenstein.