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Programming is not a zero-sum game. Teaching something to a fellow programmer doesn't take it away from you. I'm happy to share what I can, because I'm in it for the love of programming.
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At its best, entertainment is going to be a subjective thing that can't win for everyone, while at worst, a particular game just becomes a random symbol for petty tribal behavior.
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Note to self: Pasty-skinned programmers ought not stand in the Mojave desert for multiple hours.
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It really feels like VR has the possibility to be something really huge.
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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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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.
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I'd rather have a search engine or a compiler on a deserted island than a game.
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The idea that I can be presented with a problem, set out to logically solve it with the tools at hand, and wind up with a program that could not be legally used because someone else followed the same logical steps some years ago and filed for a patent on it is horrifying.
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Programming in the abstract sense is what I really enjoy. I enjoy lots of different areas of it... I'm taking a great deal of enjoyment writing device drivers for Linux. I could also be having a good time writing a database manager or something because there are always interesting problems.
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Because of the nature of Moore's law, anything that an extremely clever graphics programmer can do at one point can be replicated by a merely competent programmer some number of years later.
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It's a good thing Doom 3 is selling very well...
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Rocket science has been mythologized all out of proportion to its true difficulty.
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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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I think 'World of Warcraft' shows that people today still like a good fantasy hack and slash game. I always thought that a lot of computer fantasy games leapt into complex party-based play somewhat prematurely.
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'A large fraction of the flaws in software development are due to programmers not fully understanding all the possible states their code may execute in.'
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The core of what I do is solve problems, whether that's in graphic engine flow or rockets. I like working on things that are going to have an impact one way or the other.
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With ZeniMax, they have a lot to be proud of. 'Fallout 3' is one of the favorite games of so many of our people. But they had zero overlap with the things we do. We do the best shooters in the world. It's a perfect hand and glove fit. We started talking about this before they rolled out 'Fallout 3'. We watch them roll it out worldwide.
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There are some things that are exciting for distributors. I love Apple's AppStore and the things people can do with digital distribution.
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The Xbox 360 is the first console that I've ever worked with that actually has development tools that are better for games than what we've had on PC.
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I consider myself a remarkably unsentimental person. I don't look back on the good old days.
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Developing games for the PC and consoles is all about everything and the kitchen sink. In many ways, you don't have design decisions to make. You do it all. So I enjoy going back to making decisions about what's important as I'm working on a game.
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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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We had staffed up to do 'Doom 4' internally in parallel with 'Rage'. We also had our mobile and 'Quake Live' departments. We were taking a lot of steps to kind of provide a little bit more scope and protection for ourselves. And we certainly were listening to offers from all the majors about acquisition.
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When people heard id Software's being acquired, everybody just assumed it would be Activision or EA. Why would we even consider going with a publisher that wasn't of that same size?