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quake.net.pl » Polskie Centrum Quake od 1998 roku



Wersja: Jasna / Ciemna

Zadanie 2 - Kto co robił?

MateoMartinezz

Od: 2002-02-28

Ranga: Quad Damager

Dodano dnia: 2003-07-02 11:23:36

I tu też czekam na wasze info

** I AM A PROUD MEMBER OF POLISH QUAKE COMMUNITY **

** eu.battle.net/d3/pl/profile/Fakeeye-2762/hero/1668267 **

Zenith

Od: 2002-08-08

Ranga: Newbie

Dodano dnia: 2003-07-02 12:45:52

hahaha :P tu masz szukac informacji na temat Q4 (takich jak potrzebuje mateo - pisal o tym w newsie) i je tutaj wpisywac)
(mateo moze usuwaj te wiadomosci w ktorych nie ma informacji bo sie troche syf zrobi :] - moją tez :P)
EDIT: ups nie zobaczylem ze nie jestes tutaj moderatorem =/

Nie kradnij! Rząd nie lubi konkurencji!

Duncan

Od: 2002-07-23

Ranga: Newbie

Dodano dnia: 2003-07-02 13:54:46

Jeffrey Unay characters&creatures modeller

tutaj znajduje się cała lista jego dokonań i prac jakie wykonywał: www.jeffunay.com/pagesV2/pages/Resume.html
Jim Hughes Lead Level Designer

Zaczynał od projektowania leveli do Doom\'a 2 i quake\'a, ale dopiero gdy wyszedł quake2 zaczął publikować swoje levele w sieci. Z czasem jego mapki stawały się coraz popularniejsze. Gdy dowiedział się, że Raven poszukuje ludzi do projektowania leveli wysłał próbkę swoich możliwości i już drugiego dnia został przyjęty.

www.planetquake.com/features/articles/interviews/jhughes_a.shtml

Duncan

Od: 2002-07-23

Ranga: Newbie

Dodano dnia: 2003-07-02 14:09:45

Bryan \"Apoxol\" Dube - programmer

mode\'r, zrekrutowany przy tworzeniu SOF2...

www.planetsoldier.com/psof/features/interviews/apoxol.shtml

Duncan

Od: 2002-07-23

Ranga: Newbie

Dodano dnia: 2003-07-02 14:19:57

Rick Johnson - Lead Programmer

Współtworzył: Black Crypt (pierwszy projekt Raven\'a), Hexen II oraz SOF...

Zenith

Od: 2002-08-08

Ranga: Newbie

Dodano dnia: 2003-07-02 14:30:52

www.ravengames.com/quake4/
tych to jestem srednio pewnien =/

Eric Biessman - grafik 3d -jego strona - :P www.simplymaya.com/artists/brian/brian2.mhtml
Cecil Kim - jakis tam chyba grafik
Christophe Vieira - grafik 3d - www.knotpod.com/
Laurent Pierlot - grafik 2d/3d
Onno Vanbraam - grafik 3d
David Drbal - grafik 3d
wiecej za jakies 30 min :P
ps. duncan ubiegles mnie z tym Jimem Hughes\'em i

Jeffrey\'em Unay\'em :P

Nie kradnij! Rząd nie lubi konkurencji!

Duncan

Od: 2002-07-23

Ranga: Newbie

Dodano dnia: 2003-07-02 14:37:30

Zenith.. a.. już nieważne ;]...

vTm

Gravatar

Od: 2002-11-08

Ranga: Newbie

Dodano dnia: 2003-07-02 14:44:34

Brian Raffel - When Brian was six years old a fortuneteller read his palm and foretold \"As an adult you will sit in a chair for twelve hours a day and have no social life.\" It was clear he was destined to either work at a computer game company or at a highway tollbooth. In the spring of 1990, he and his brother Steve Raffel started a small company called Raven Software which went on to produce such hit games as Black Crypt, ShadowCaster, Heretic and Hexen. Knowing a good thing when they saw it, Activison acquired Raven Software in 1997 and made Brian the studio head. Since that time, Brian has done artwork, level design and game design for such hits as Hexen II, Soldier of Fortune, Star Trek : Voyager - Elite Force, and the soon to be released Soldier of Fortune II and Star Wars : Jedi Knight II. He is also the father of three children (Kelson, Ashlyn, and Bryce), and has such an addiction to Pepsi that he needs only three hours of sleep a day. Brian also has a strange fascination for spiders and disgusting things in glass jars. And although he has watched Raven Sofware grow from just himself and his brother to it\'s current staff of over 60 people, Brian catches himself wondering what his life would have been like had he become a tollbooth worker.
Steve Raffel - Steve Raffel founded Raven Software with his brother Brian in 1990. Steve did artwork, level design and game design for many of Raven\'s early titles (Black Crypt, Heretic, ShadowCaster) and was the Project Director for MageSlayer. Steve did artwork for Soldier of Fortune and assisted in the development of Star Trek: Voyager - Elite Force
Mike Crowns - Mike Crowns is a graduate of the University of Wisconsin - Madison, with a double Major in Computer Science and Mathematics, both cum laude. Previously, Michael was instrumental in the founding of Concept Publishing, a developer of newspaper and magazine production software that markets its products worldwide. His enthusiasm and obsessive, compulsive fascination for games and computers blend naturally with a position at Raven Software. With his technical and managerial background, he has proved to be a solid addition to Raven\'s management team since October of 1995.
Administration :
Kenn Hoekstra - Kenn joined Raven Software as a Level Designer in February of 1997. He graduated Magna Cum Laude from the University of Wisconsin - Whitewater with a BS in English Writing and a minor in History. Kenn\'s background in role-playing and creative writing helped move him out of the glamorous world of food service and into the realm of computer gaming. Design credits include Take No Prisoners, Hexen II: Portal of Praevus, HexenWorld and Soldier of Fortune. Kenn assumed the responsibilities of Project Administrator in November of 1998 and has worked on Heretic II, Soldier of Fortune (+ Gold/Platinum), Star Trek: Voyager - Elite Force, Jedi Knight II: Jedi Outcast and Soldier of Fortune II: Double Helix. He continues to serve Raven Software as Project Administrator and Director of Support services for the company’s current slate of games. Jego www ->> www.kennhoekstra.com/
Kate Steinmertz - Before coming to Raven, Kate attended the University of Wisconsin as a ComArts major in her native Madison. After graduating in 2000, Kate wondered if brainless data-entry jobs were all this city had to offer a B.S. degree-holder. Then came the call from Raven, and Kate\'s dreams of working for the coolest company in the world began to come true. Although not a gamer herself, Kate has forever lived with a family of computer geeks, and understands the gaming way of life. Kate enjoys watching TV (especially Buffy), likes sports a little (ok, just the Packers and the Lakers), and she plays a variety of instruments (especially the flute). As the Administrative Assistant at Raven, she has her hands in office coordination, HR, payroll and finances.
Art:
Robert Bettenberg - joined Raven in the fall of 2002 to work as a level designer for an unannounced PC title after a previous career in architecture and a hobby of mapping for Quake III: Arena. He was born in Seattle, Washington, raised in Virginia where he studied at the University of Virginia, and later worked in New York for a number of years as an architect.
Eric Biessman ] For the past seven years Eric Biessman has spent a lot of his time perched in front of a blazing monitor, working on his life\'s dreams. Graduating from the University of Wisconsin - Madison with a degree in English, Eric began his gaming career the day after he received his diploma. With a strong background in writing, music, and pen and paper role-playing games, Eric finally had an outlet for his creative juices. Since that fateful day, Eric is lucky enough to have worked on CyClones, Heretic - Shadows of the Serpent Riders, Hexen, Hexen - DeathKings of the Dark Citadel, Hexen II, Hexen II - Portal of Praevus, Heretic II, Soldier of Fortune, and (finally!) Star Trek Voyager - Elite Force. He considers himself one of the luckiest people in the world to work with so many talented individuals. Eric was Design Coordinator on Soldier of Fortune and is the Design Services Director for Raven.
[ Chad Bordwell ] Chad Bordwell received a Degree in Commercial Art and stumbled around LA until he started working at Activision way back in 1997. Clawing his way up through the depths of Activision, Chad got to work with some cool game developers like id Software and Raven Software. It was during his 2-week stay at Raven testing Hexen 2 Mission Pack that Chad decided he needed to work there. Focusing on design from that point on, Chad eventually took a job as a Scripter on Return to Castle Wolfenstein at Gray Matter. After Wolf shipped Chad finally took a position at Raven Software as a Level Designer and all was right with the World.
[ Ryan Danz ] Ryan comes to Raven from LucasArts where he began his professional gaming career as a programmer. He has a bachelor\'s degree in computer science from the University of Minnesota and he enjoys sailing, rock climbing, and beer in his spare time. Ryan\'s turn-ons include smart chicks and long walks on the beach. His turn-offs are bad drivers and tape worms.
[ Rick Dimond ] will have a bio here at some point. In the meantime, this space is for rent.
[ Ford Dye ] joined the Raven Design staff in the late Summer of 2002, after a six-year stretch as a marine research technician. During that period, he was involved in zooplankton, lobster, and fisheries studies. He spent well into the wee hours of each morning sketching out and creating levels for Q3 and Q3 Team Arena, causing him to have a deep relationship with that green, thermonuclear rocket fuel they market as Mountain Dew. This might have also been why he developed a primitive form of eyeshine seen in many nocturnal mammals. It has been theorized by other members of the Raven staff that he actually grows small ice crystals in place of blood cells to help cool his CPU during intense design periods. He is at this very moment working hard in the dim underworks of the Raven office to create new and exciting worlds for all of you gamers out there. His future goal is create a psychoelectrical bond with the Raven mainframe in an attempt to mentally project his panoramic dreams directly into the game engine and mold the layouts from within.
[ Chris Foster ] Chris Foster has a background in Art, Writing and the Classics. He started at Raven Software in the Spring of \'95, and has worked on nearly all the titles begun by the company since that time, including Heretic II. In addition to his work at Raven, Chris is creating his own role-playing game, and he is both a published poet and prose writer, as well as being the Assistant Editor for a small, independently run local magazine, The Writer\'s Block. Chris was Lead Designer on Star Trek: Voyager - Elite Force and Jedi Knight II: Jedi Outcast.
Design:
[ Robert Bettenberg ] joined Raven in the fall of 2002 to work as a level designer for an unannounced PC title after a previous career in architecture and a hobby of mapping for Quake III: Arena. He was born in Seattle, Washington, raised in Virginia where he studied at the University of Virginia, and later worked in New York for a number of years as an architect.
[ Eric Biessman ] For the past seven years Eric Biessman has spent a lot of his time perched in front of a blazing monitor, working on his life\'s dreams. Graduating from the University of Wisconsin - Madison with a degree in English, Eric began his gaming career the day after he received his diploma. With a strong background in writing, music, and pen and paper role-playing games, Eric finally had an outlet for his creative juices. Since that fateful day, Eric is lucky enough to have worked on CyClones, Heretic - Shadows of the Serpent Riders, Hexen, Hexen - DeathKings of the Dark Citadel, Hexen II, Hexen II - Portal of Praevus, Heretic II, Soldier of Fortune, and (finally!) Star Trek Voyager - Elite Force. He considers himself one of the luckiest people in the world to work with so many talented individuals. Eric was Design Coordinator on Soldier of Fortune and is the Design Services Director for Raven.
[ Chad Bordwell ] Chad Bordwell received a Degree in Commercial Art and stumbled around LA until he started working at Activision way back in 1997. Clawing his way up through the depths of Activision, Chad got to work with some cool game developers like id Software and Raven Software. It was during his 2-week stay at Raven testing Hexen 2 Mission Pack that Chad decided he needed to work there. Focusing on design from that point on, Chad eventually took a job as a Scripter on Return to Castle Wolfenstein at Gray Matter. After Wolf shipped Chad finally took a position at Raven Software as a Level Designer and all was right with the World.
[ Ryan Danz ] Ryan comes to Raven from LucasArts where he began his professional gaming career as a programmer. He has a bachelor\'s degree in computer science from the University of Minnesota and he enjoys sailing, rock climbing, and beer in his spare time. Ryan\'s turn-ons include smart chicks and long walks on the beach. His turn-offs are bad drivers and tape worms.
[ Rick Dimond ] will have a bio here at some point. In the meantime, this space is for rent.
[ Ford Dye ] joined the Raven Design staff in the late Summer of 2002, after a six-year stretch as a marine research technician. During that period, he was involved in zooplankton, lobster, and fisheries studies. He spent well into the wee hours of each morning sketching out and creating levels for Q3 and Q3 Team Arena, causing him to have a deep relationship with that green, thermonuclear rocket fuel they market as Mountain Dew. This might have also been why he developed a primitive form of eyeshine seen in many nocturnal mammals. It has been theorized by other members of the Raven staff that he actually grows small ice crystals in place of blood cells to help cool his CPU during intense design periods. He is at this very moment working hard in the dim underworks of the Raven office to create new and exciting worlds for all of you gamers out there. His future goal is create a psychoelectrical bond with the Raven mainframe in an attempt to mentally project his panoramic dreams directly into the game engine and mold the layouts from within.
[ Chris Foster ] Chris Foster has a background in Art, Writing and the Classics. He started at Raven Software in the Spring of \'95, and has worked on nearly all the titles begun by the company since that time, including Heretic II. In addition to his work at Raven, Chris is creating his own role-playing game, and he is both a published poet and prose writer, as well as being the Assistant Editor for a small, independently run local magazine, The Writer\'s Block. Chris was Lead Designer on Star Trek: Voyager - Elite Force and Jedi Knight II: Jedi Outcast.
[ Jim Hughes ] Jim Hughes is now 28 and hails from Sayreville New Jersey. Jim always had some type of computer and game system at his home growing up. Being punished for most of his waking life Jim found himself spending more and more time playing video games constantly. After purchasing a DooM editing book Jim was never the same. He did numerous levels for Quake and Quake2 that were well received before joining Raven in 98 to work on Soldier of Fortune. Jim is an avid guitar player who was spending most of his time pursing a career in music before turning his mind to editing. His current hobbies include getting Rick Johnson to raise limits on the quake compile tools, arguing with Eric Biessman over the most minute details of a level, and trying to lose all the weight he put on during the crunch time of Soldier of Fortune. Jim has hardly any furniture in his apartment and is planning on purchasing a can opener some time this year.
[ Peter Hushvahtov ]started his career in \'97 when he joined Ion Storm as a 3-D artist. He later joined Retro Studios also as an artist and additionally showed a lot of interest in game design. After some time off snowboarding in Colorado, he joined Raven Software, where he works as a full time designer. Besides being an aspiring actor and a rock star, he is truly a hardcore gamer who loves console gaming with passion. Pete also had an opportunity to meet his idol Shigeru Miyamoto who\'s work he admires tremendously. If you ask him what title recently really caught his attention? \"Quite a few, can\'t name them all but, let\'s see...Medal of Honor(s), Halo, Mark of Kri, GTA3, Warcraft 3, Age of Mythology. One stands out in particular: Devil May Cry. I just love how the game is packed with pure action, style and great fun, challenging gameplay, I\'m a big fan of most genres, especially Action/Adventure, RTS, FPS and 2-D/3-D Fighters\" Outside of work Pete enjoys spending time with his lovely girlfriend Regina, going to the movies, attending live music shows and going out to socialize and party.
[ Mike Majernik ] joined Raven in January of 2003 as a level designer for an unannounced PC title. This is his first job in the gaming industry and being only 18 years old, this is quite an accomplishment to him. He spent the majority of his life in Lakeville (a small suburban town in South Eastern Minnesota). Mike graduated from Rosemount High School in the spring of 2002, however he was also a full time student at Dakota County Technical College for part of his high school education. Growing up, Mike was always fascinated by all aspects of art and architecture, and due to his love for games, level design was almost the perfect form of art for him. When Quake III was released he quickly learned the tools started to make levels for it. After a few years of level design as a hobby he knew this is what he\'d like to pursuit as a professional career, so here he is.
[ Scott McNutt ] Scott McNutt is more than excited and proud to join the wonderful team at Raven Software. He has been into video games since the old Pong and Tank days. While growing up in Hawaii, visiting video arcade rooms was one of his favorite pastimes. At one time he had a Pac Man arcade in his house. Then came the advent of home video games. He could be found wasting away in front of the TV, zapping away at those pesky Space Invaders. He is also a Graphic Artist by trade. The most notable project he was involved in was making multimedia kiosks for major sports franchises. He was also an Associate Gung Fu Instructor in San Francisco. The style he practices is Hung Ga. His current hobbies include collecting anything from the classic Ultraman series. Anything from videos of old episodes, to Ultraman action figures, and he even has a full sized Ultraman mask.
[ Justin Negrete ]\'s gaming career began as he walked through the doors of the Raven offices on September 1st 2002, the day he turned 19. Prior to that fateful day, he attended Full Sail College in Orlando, Florida. He completed 85 percent of the Game Development degree when he was contacted by Raven and couldn\'t pass up the chance to work with the awsome folks who made his favorite games. Sleepless nights in front of the computer making levels and the move from sunny southern California (Where he is originally from), to sweltering Orlando, then on the frigid North wasnt easy for Justin, but he belives its a small price to pay for working at Raven. Justin\'s interests include gaming (of course), running, outdoor sports (when its not below freezing), listening to trance music, trying to stay within the mod community, and drinking Mountain Dew. One day he hopes to travel all over the world on a rocket pack.
[ Tom Odell ] Tom Odell began working at Raven Software in 1997 following his graduation from Marycrest International University with a BA in Computer Graphics. Since then, he has been fortunate to have worked on such great games as Hexen II, the Hexen II Mission Pack: Portal of Praevus, Heretic II, Quake II for the N64, Star Trek: Voyager - Elite Force, and Star Wars: Jedi Outcast. He is currently Lead Design on an unannounced project.
[ Corey Peters ] is so new to Raven that he hasn\'t had time to write up his bio. He\'s probably still unpacking after his trip down from Canada. He\'s also busy learning LightWave for his work on Quake IV.
[ Matt Pinkston ] Matt Pinkston came to Raven from Madison Area Technical College. There he learned concepts of design and illustration, and gained experience with various 2-D programs, such as Quark Express, Photoshop and Illustrator. Matt\'s name appears in the credits of the blockbuster game, MageSlayer, the Hexen II Mission Pack: Portal of Praevus, Heretic II, and Soldier of Fortune. His hobbies include video games, fantasy gaming, hunting large carnivores with his bare hands, ritual sacrifice to Lord Fowlor, and drawing in his sketchbook.
[ Mike Renner ] Mike Renner began working at Raven Software in 1997, before his graduation from Marycrest International University with a BA in Computer Graphics. Mike\'s name appears in the credits of such great games as the Hexen II Mission Pack: Portal of Praevus, Heretic II, and Quake II for the N64. He has also worked on Soldier of Fortune. His hobbies and interests include art, video games, softball, bar hopping, and dropping the elbow on anyone willing to play deathmatch.
Although born in Chicago, [ Clem Golden Samson-Samuel ] has lived most of his life in Wisconsin. In fact, he spent his early years on a dairy farm. It was there of all places that Clem was bitten by the gaming bug and never recovered. For the most part Clem was like any other child, except for the days where the only words that came out of his mouth were movie quotes. This kind of passion stayed with Clem throughout his childhood even when he moved to Madison where he\'s been ever since. Sadly, tragedy struck Clem while in high school with the death of his sole parent and he was thrust into adulthood prematurely. Luckily, with the help of friends, Clem was able to live on his own at the age of sixteen. This was a dark time in Clem\'s life for many reasons, one of them being that gaming had to be put on the back burner while food, rent and schooling had to be paid for. Clem, however, did finish high school and go on to college where he majored in Computer Science. While on the road to attaining his degree, Clem found his center through the martial arts and became a black belt. It was also during this time that Clem began to rediscover his passion for games and the realization that he could make a living at it. So after two years of building his design skills and maintaining continual contact with Raven software, he was hired. But that is not the end of the story ...
[ Mike Schulenberg ] Mike \"Ozric\" Schulenberg came to Raven Software from the wilds of Houston, Texas, where he left behind an illustrious career in pizza delivery. His passion for electronic gaming reaches back to the age when the Atari 2600 ruled the earth. Some of his other interests include science fiction, roleplaying, listening to British electronic instrumental psychedelic space music bands, science fiction and fantasy literature, and online gaming. He is a huge Star Trek fan, and also a multi-cellular organism that practices bilateral symmetry.
[ Stu Wiegert ] Stuart Wiegert is a Madison native and a huge Packer fan. He graduated from the University of Wisconsin with a degree in Psychology. Hobbies include video games, sci-fi novels and movies, sketching, and fantasy football. He has been with Raven since 2000 and worked on the Elite Force Expansion and Star Wars: Jedi Outcast..
[ Jon Zuk ] Jon Zuk has been with Raven since 1996 and has worked as a designer on Take No Prisoners, Soldier of Fortune, and Star Trek Voayger: Elite Force, and as a Lead Designer on Hexen II: Portal of Praevus, and Heretic II. Jon is now the Project Lead on an as yet unannounced project. Jon graduated from Marycrest International University in 1996 with a BA in Computer Graphics. His hobbies include collecting Star Wars toys, playing all types of computer and board games, reading, and watching movies.
Programing :
[ Ste Cork ] Ste Cork joined the industry in early \'86, after publishing a game he\'d written at school with a friend. Since then he\'s written around 30 games, and has worked on various machines such as the ZX Spectrum, Amstrad CPC, MSX, Einstein(!), Playstation and PC. He\'s lived and worked in the UK, Switzerland, and now the US, joining Raven in November \'98. Most of the early 8-bit games are (in his own words) \"best forgotten\", but some of the more well-known titles were PC games like Xenon 1, Never EndingStory 2, OverKill, Nebulus/Tower Toppler, and a string of conversions for Psygnosis such as Obitus, Never Mind, Armour-Geddon and Last Action Hero. Prior to coming to work for Raven, he\'d done work for Hammerhead Ltd. in Southport, England on the PC/PSX versions of ShadowMaster, then a creature editor for the Playstation version of Quake II. Ste\'s hobbies include reading (sci fi), music (Gary Numan!), watching nature and engineering documentaries, and WWII AFVs.
[ Jeff Dischler ] Jeff Dischler joined Raven and the Star Trek: Voyager - Elite Force team in September of 1999, a move that finally fulfilled a lifelong dream of breaking into the hallowed halls of the computer game industry. Jeff initially became interested in video game programming when he had the great fortune of taking a computer class in the early 80\'s, the focus of the class being that of writing a video game for the Apple ][. The game, modeled after Vanguard for the Atari 2600, turned out fairly cheesy, even by the much lower standards that reigned in those days, but it was still great fun. Since those early days, he has managed to procure a couple of degrees from schools of higher learning, doing an internship with the State of WI as part of that education. Shortly after his internship was done, he moved to doing computer consulting and did database work for the Wisconsin Sex Offender Registry. In his spare time, he enjoys working out, eating tofu burgers, and sleeping-in in the morning.
[ Bryan Dube ] has yet to provide his personal information for this bio. He will be punished for his insolence.
I can tell you, however, that he has worked on all versions of Soldier of Fortune II: Double Helix and is currently working on Quake IV. His information will self destruct in five seconds.

[ Keith Fuller ] Keith was raised in the steppes of northern Mongolia and taught computer programming by a blind paraplegic who admitted that he was, \"just guessing\". He put those dubiously-earned skills to use on Raven titles such as Soldier of Fortune, Star Trek Voyager: Elite Force, and Soldier of Fortune 2. Keith has an affinity for most things science fiction (and all things Isaac Asimov or William Gibson), volleyball, and extremes of heat. Oh, and... Best. Wife. Evar.
[ Ben Geisler ] To quote a CS Department web page circa his undergrad days at the UW: \"My goal is to make a machine that will take over the human species, or... I\'m just into Artificial Intelligence.\" Having made his first program as a fourth grader, on a TRS-80 where he had to store his code on a audio cassette, Ben is no newcomer to programming. After highschool, Madison was a good move and provided ample opportunity to continue his quest for geekdom. Having graduated from Madison in \'98, he wanted to continue his study of AI, and thus entered grad school at the University of Wisconsin- Milwaukee, where he taught an introductory C++ course. To sum up this job, in Ben\'s words: \"it was cool because we basically taught these kids how to make MUDS\". While teaching, he was also involved in several research projects and was published in two AI related conferences. Being accepted into the graduate department at UW Madison, he was happy to come back to town. Now, as a Ravenite, Ben is thrilled to be working on his first commercial game, and his first real world application of AI. Ben was happily married in 1999 to his girlfriend Jen, who is astonishingly understanding about his programming tendencies.
[ Mike Gummelt ] Michael Chang Gummelt always thought he\'d be a writer or cartoonist. As a programmer, he was a late bloomer, not owning a computer until 1986 when he got a Commodore 128. He wrote about a hundred games of various depths and complexities then dropped programming altogether once he got his Amiga 500. On the Amiga he played Raven\'s first game, Black Crypt, and was so impressed that he made sure to remember the name of the developer. Other favorite game developers at the time were Cinemaware and Psygnosis. He went on to be a filmmaker at NYU and MSU where he wrote several scripts and made several no-budget short films (seeing as how he was dirt-poor). When he got his first PC in 1995, he did Doom/Quake mods while skipping classes (including Aliens Doom 3: Aliens vs. Predator, Marines Doom 2, Insane Weapons Doom, and Ultimate Quake). After submitting Ultimate Quake to Raven in March of 97, he was hired to work on Hexen II as a programmer. He was married July 19, 1998 to Lynn, his girlfriend of almost ten years. Aside from Hexen II, he has worked on the Hexen II Mission Pack: Portal of Praevus, HexenWorld, Siege, Heretic II and Star Trek: Voyager - Elite Force (for which he also had the pleasure of writing the screenplay). His next project is so highly classified it could cease to exist were anyone to attempt to observe it.
[ Rick Johnson ] Rick Johnson, Superfly Extraordinaire. Rick Graduated from the University of Wisconsin - Whitewater and was one of two original programmers on Black Crypt, Raven Software\'s debut title. After a brief hiatus from Raven, Rick returned to lead the Hexen II programming team and was the lead programmer on one of Raven\'s most recent title, Soldier of Fortune.
[ Pat Lipo ] Since 1979, Patrick Lipo has loved computers, games and programming. At the University of Wisconsin he juggled his studies in Computer Science with the creation of award-winning 3-D presentations and animations. Upon achieving his BS in 1993, Pat was lucky enough to combine it all into a job at Raven Software. Taking on a Lead Programmer position in his first project, Pat headed up the fully in-house games CyClones and Necrodome. As Programming Manager, he then went on to be involved in Hexen II, MageSlayer, and Take No Prisoners. After a year as a Manager, he jumped at the chance to retake the helm as Lead Programmer for the acclaimed Heretic II. Currently, Pat is starting his duties as Project Director on Raven\'s Next Big Game (and still hopes to find time for programming and managing!). His hobbies are writing, drawing, model-building and weightlifting.
[ Bob Love ] Robert Love joined the Raven Software programming staff on October 31st, 1995. He has worked on Necrodome, Hexen II, Heretic II, and Soldier Of Fortune. He spends his free time writing science fiction/fantasy novels and short stories. Born on the shores of Monaco, Bob spent his childhood making balloon caricatures of rich tourists. Later on he studied at a pretentious cooking school which he left after his \"Spaghetti on a Stick\" was ridiculed. Broken hearted, Bob traveled to America where he worked for a short time as a professional wrestler under the name of \"The Smurf\". Eventually he managed to gain employment at Raven Software. Soon his life will be the subject of a major motion picture entitled \"Why wasn\'t I born rich?\". Bob\'s willing to bet they won\'t let him write his own bio ever again.
[ James Monroe ] After graduating from Texas Tech University with a degree in Computer Science in 1992, James Monroe remained to begin work on a graduate degree. Soon, he was ready to take a break from school and heard the calling of the game industry. His first job in the industry was at Origin Systems, beginning work on Chopper on the PC and 3DO (eventually released as AH64D Longbow on the PC only). After a brief return to graduate school, James moved on to Rogue Entertainment as the Lead Programmer on Strife, an Action/RPG using the Doom engine. Since finishing Strife, James has been happily employed at Raven Software. His first project for Raven was MageSlayer, and he served as Project Lead on the Hexen II Mission Pack: Portal of Praevus and Lead Programmer on Star Trek: Voyager - Elite Force and Jedi Knight II: Jedi Outcast..
[ Jim O\'Keane ] Jim O\'Keane started at Raven in the fall of 2001. Jim has been writing software professionally since 1985. He has a degree in Electrical Computer Engineering from the University of Wisconsin. Jim has held a number of non-game related jobs (gasp!) on software projects ranging from Computer Aided Design to Video Editing. His first commercially published game was \"Over the Rainbow\" for the C64 released in 1983. Jim has developed games published by Sierra, SegaPC, and TalonSoft. Jim started at Raven helping out on Soldier of Fortune 2 and is now working on an unannounced project. In his spare time, he plays volleyball, snowboards and bicycles.
[ Christopher Reed ] Christopher Reed\'s first memorable experience on a computer was playing a small, text-based Star Trek game that his father wrote on a Timex. Perhaps it was fate that then led him to a programmer position at Raven and a chance to work on the recent title Star Trek Voyager - Elite Force. Before arriving at Raven, Christopher spent many hours attending the University Of Wisconsin - Madison in pursuit of a degree in Computer Science, where he found a particular interest in Artificial Intelligence, and especially evolutionary social behavior.
In his first venture in the games industry, [ Aurelio Reis ] (pronounced ah-rel-e-oh) joined Raven on Sept 23, 2002 as a programmer on a currently unannounced PC title. As a long-time Raven fan and game player, he played his first game many years ago in a New York airport (having just moved there from Brazil), then soon after getting an Atari 2600 (which he still has) and an original Nintendo. In his spare time he would design games he thought would be fun on the Nintendo and dreamed of being able to transfer his ideas to cartridge. His love for games eventually forced him into getting a PC, which brought him into the world of Wolfenstein, Doom and a number of wonderful LucasArts adventure games. After joining a video games club in middle school (thanks to a friendly science teacher), Aurelio was introduced to Q-Basic as a first programming language, then soon after migrating to Pascal and eventually C++. The reason was simple: no one else is gonna make a game that you want to play, so make it yourself. Some time after, Aurelio convinced himself, then his family that it would be what he would do with his life. Soon after graduating from Full Sail University, Aurelio landed his dream job here at Raven. When he\'s not programming at the best game company in the world, Aurelio can be found... programming. When he\'s not found programming, Aurelio likes to spend his spare time composing and playing music on Guitar, Bass and Piano (of which he has 7, 6, and 9 years of experience playing respectively). Somehow he still finds a few hours a week to play some games too, of which he likes FPSs, Turn-Based and Real-Time Strategy Games, and Adventure Games.
[ John Scott ] After graduating from Imperial College of Science and Technology in 1988, John Scott went to work for Teque Software Development (later known as Krisalis Software) in Rotherham, UK. His most notable games written during his two years there were Laser Squad for the Amiga and ST and Manchester Utd I and II for the Commodore 64. After this, John formed CTA Developments with Mr. R. Cheek near Bristol, UK, a company most known for its Sleepwalker game for Comic Relief, although they did release many other titles. CTA disbanded in late 1996 after the release of Cheesy on the PSX. John then chose to move to PC development, and joined Raven Software in February 1997, where he has been very happy ever since. John was here for the duration of Heretic II, and Soldier of Fortune. John is fond of real ales, paintballing, Gothic and Industrial music, IRC, and eating out.
In 1990, [ Adam Sherburne ]\'s grandfather showed him how he could bounce a pixel around the edges of the screen on his TRS-80. From then on, Adam was drawn to computer programming. He continued to learn and work on his own projects all through junior and high school. In Aug. 2000, Adam moved to Edmonton, Alberta, where he attended the Northern Alberta Institute of Technology, enrolled in the Computer Systems Technology program. Because of his background in programming, Adam found he had a lot of free time to spend in the library reading about graphics algorithms and sound synthesis. It was during this free time that Adam also found an interest in game programming. He soon joined an online team working on D-Day: Normandy, a World War II mod. Two years later, Adam and his fiancee graduated from NAIT and moved back to the USA. In the summer of 2002, he applied at Raven Software and shortly after was hired as a programmer for the company. Adam is now working on an unannounced console project.
[ Dan Vondrak ] Dan graduated from UW Whitewater with Biology major in 1997, after which he attended the DigiPen Institute of Technology 1998 - 2000. Dan came to Raven after failing to secure a job running the JumboTron at Lambeau Field. He only programs to fund his personal NFL training program so he can one day fulfill his true dream of playing for the Green Bay Packers. He also believes that William Shatner ( in the role of Captain James T Kirk) singing show tunes for an hour straight would be better than most of the recent Star Trek TV and Movie endeavors. Favorite games of all-time : Wasteland, Beyond Castle Wolfenstein, and Wings of Fury.
[ Rich Whitehouse ] joined Raven in June of 2001, shortly after having worked with Raven to help create the first Soldier of Fortune bot (which ended up being included in the release of Soldier of Fortune Gold). Previous to that Rich had been working on Quake-engine games as a mod maker since the initial release of Quake for the PC, and made his reputation creating \"bots\" (computer-controlled player-like opponents) for various games of the genre. After joining Raven, Rich worked for a short while as a programmer on Soldier of Fortune 2, and went on to become the multiplayer programmer for Jedi Knight 2. Rich is currently working on an unannounced PC project, and maintains his status as the most beautiful man in the world.
[ Marcus Whitlock ] Marcus Whitlock was imported to Raven Software from Yorkshire, England in June 1997, to work as a DirectX / Technology Programmer. But he ended up working almost exclusively on Take No Prisoners. Other titles Marcus has programmed for include Defcon5, Deadline, the ill-fated Power Crystal, Heretic II, and Soldier Of Fortune. Prior to his career in the video games industry, Marcus attended Nottingham-Trent University, where he gained his B.Sc. (hons) Computing Systems degree. His likes include weight training, running, downhill skiing, movies, video games, flash cars, pizza, playing the drums, shooting pool, and foreign travel.
Technology :
[ Gil Gribb ] Gil Gribb (Lead Technologist) received a B.A. in math and computer science and an M.S. in computer science at the Univeristy of Wisconsin - Madison. After 10 years of professional programming involving everything from ecological data to lawnmower blades, Gil joined Raven in 1996. As Technical Advisor, Gil optimizes existing technology and develops cool new stuff for all of Raven\'s projects.
Sound :
[ Gregory Allen ] joined the Raven Audio Department in summer 2002 as a Sound Designer, after returning from working in Germany for 4 years as an Audio director for a music and sound production company (C&G Entertainment). While in Germany he produced, composed, wrote, mixed and mastered several international music artist and film titles. He has worked with Sony Music, BMG Hamburg/Berlin, EMI, Edel, Universal Music, Tommy Boy, and Warner Chappell. Artist music roster would include, Isabelle, ATC, Chazz, Jasmin Wangner, Sarah Connor, Hand N\' Hand, Bro\'Sis, Coolio, Jonestown, Aman, Bell Brook\'n Candel, Band with no Name, and Moose T. He also worked for Sega, THQ, Ravensburger, Phonamedia, RTL, RTL2, Infomedia, Extend Media, and Chibo providing sound design, audio localization and music production.
Greg got his start in the gaming industry back in 1992 at Interplay, in Irvine California where he was the Sr. Sound Designer for 6 years. During his time at Interplay Greg provided audio content for several groundbreaking games like Descent 1&2, Star Trek - Starfleet Academy, Fallout 1&2, The Baldur\'s Gate series, and many others. While at interplay Greg trained several other Sound Designers and provided sound editing/sound design for many film and television projects.
Greg has over 10 years experience with most music styles (games, radio, concert tours, film, TV), sound design (games, concert tours, film, TV), Mixing (stereo & 5.1), and mastering. He is also affiliated with ASCAP, GIMMA, and Warner Chappell music publishing. Greg went to Fullerton Jr. Collage and Cal State Fullerton where he studied music/audio and digital electronics.
He is currently working on a multi-platform project for Raven that hasn\'t been announced yet. Greg still writes and produces music for artists in his spare time. \"Games provide creative possibilities that are endless. The only formula to work with is teamwork. Every game is different, new, and an exciting challenge\".

[ Kevin Schilder ] Kevin Schilder (Audio Manager/Sound designer) is one of two sound designers responsible for sound and music in the products at Raven Software. He has 30 years of experience in the music field and holds degrees in performance and education. Before working at Raven, he worked in the retail music industry and taught music for six years. Kevin has been associated with Raven Software since its inception, but has been formally employed with the company since 1994. Kevin\'s credits at Raven include: Black Crypt - All music ; CyClones - Some sound effects ; Heretic - All music and sound effects ; Hexen - All music and sound effects ; Necrodome - All music and sound effects ; Hexen II - All music. Sound effects ; Portal of Praevus - All music. Sound effects ; MageSlayer - All music. Sound effects ; Take No Prisoners - All music. Sound effects. Creative Director ; Heretic II - All music and sound effects; Star Trek Voyager: Elite Force - Sound and music; Star Wars Jedi Knight II: Jedi Outcast - Project co-lead

vTm

Gravatar

Od: 2002-11-08

Ranga: Newbie

Dodano dnia: 2003-07-02 14:45:46

sory że nie będę tego tłumaczył ale spójrzcie ile to jest:)

z góry SOR!

Duncan

Od: 2002-07-23

Ranga: Newbie

Dodano dnia: 2003-07-02 14:48:00

L & G.. we have a winner... ;]

Bardzo ładnie vTm.. bardzo ładnie.. =].

Dużo szybciej naciskasz Ctrl+C i Ctrl+v niż ja :D...

vTm

Gravatar

Od: 2002-11-08

Ranga: Newbie

Dodano dnia: 2003-07-02 15:04:44

hehe ... czeba mieć w paluszkasz a nie w ...yyyy? majtkach?:DDDDDDDDDDDDDDDd

Duncan

Od: 2002-07-23

Ranga: Newbie

Dodano dnia: 2003-07-02 15:07:51

Hehe.. I tak byłem pierwszy :D ...

A tak wogóle to dziwie się, że tak mało osób się za to wzieło X] ...

vTm

Gravatar

Od: 2002-11-08

Ranga: Newbie

Dodano dnia: 2003-07-02 15:08:52

jeszcze będzie ciebie głowa bolała od tego:)

Duncan

Od: 2002-07-23

Ranga: Newbie

Dodano dnia: 2003-07-02 15:17:20

Jestem ciekaw opinii Mateo na temat stuff\'u, który został tutaj przez nas upchnięty... :]

pawson

Od: 2002-12-13

Ranga: Newbie

Dodano dnia: 2003-07-02 21:15:38

shiit :P

Play more CTF ! o/

Zenith

Od: 2002-08-08

Ranga: Newbie

Dodano dnia: 2003-07-02 21:58:42

zobaczy... :| i powie:

  • phiii... co to ma byc? wszystko prosze mi tu uporzadkowac i przetlumaczyc! ale raz!!! :ASD

Nie kradnij! Rząd nie lubi konkurencji!

Replay

Od: 2002-12-27

Ranga: Newbie

Dodano dnia: 2003-07-03 00:47:22

Troche moich wypocin :)

Juz zmodyfikowalem mojego psota i mam nadzieje ze bedzie przyjemniejszy dla oka :)

W miedzyczasie dostalem mejla-odpowiedz od Kenna Hoekstra:

Nothing has been released at this time, unfortunately. We haven’t really started promoting the game or sending out assets to anyone.

--Kenn

Na moje pytanie dotyczace informacji o q4, palowanym rozpoczeciu promocji, udostepnianiu screenow itd...
Co wiadomo o Quake IV? :

  • będzie na silniku DOOMA 3, wiec jeśli chcecie znac wymagania odpalcie ta wlasnie gre na swoim kompie, chociarz przypuszzcam ze kilka „bejerow” obciazy dodatkowo nasz sprzet...

  • będzie kontynuacja q2 ... ;/ wiec posmigamy sobie z glupiutkimi potworkami itd. W single player :)

  • będzie zawierac efekty w stylu matrixa? :P

  • nad projektem pracuje Raven Software z ID

  • w opracowaniu trybu multiplayer pomaga Nerve Software - www.nervesoftware.com/ ale na razie wszystko skupia się na SP

wiadomo tez ze niektóre klany już zawczasu rezerwuja sobie miejsca na scenie i delkaruja chcec gry w q4 sa to np.:

[B]ad [M]other [F]*ckers (Quake IV)

NGC Next Generation Clan (Quake IV)

ARCY (QW Division) (Quake IV)

Subversive (Quake IV)

VooDoo Generation (Quake IV)

Zdania graczy co do q4 sa nieco podzielone. Fani q2 ciesza się bardzo z takiego przebiegu sprawy. Jeden maniak nawet chcialby mozliwosci bicia krzeslem czy lg kopiacego pradem w wodzie:P. Ninni natomiast krzycza ze chca dobrego trybu mulitplayer jak w q3. Niektorzy maja dosc dobre propozycje np. utrozrenie oddzielnych serverow z mozliwoscia autodownloadu tak aby sciagac mapki/paki szybciej i nie obciazac servera

Troche linkow:

Nieoficjalne screeny q4:

Filmy q4:

Duncan

Od: 2002-07-23

Ranga: Newbie

Dodano dnia: 2003-07-03 02:10:06

Można byłoby jeszcze dodać, że rozważane jest MP ukierunkowane na COOP oraz oparte na połączeniu p2p (z tym połączeniem to jest tak, że podobno jest to rodzaj błędu/wady engine\'a Doom\'a 3 - trybu client-server nie trawi).

Ale moment.. co ja robie..? Nie na tym polegało zadanie Replay :D...

MateoMartinezz

Od: 2002-02-28

Ranga: Quad Damager

Dodano dnia: 2003-07-03 10:39:38

Mateo nic nie powie tylko sie ucieszy, podajecie jednak całą otoczkę sprawy q4, i pewnie bardzo sie nam przyda.
w Temacie kto zacz? wypisałem owoc moich poszukiwań, sprecyzowanych bardziej na Q4, vTm odwalił kawał roboty lecz opisał wszystkich członków firmy Raven. Nie wszyscy jednak z tej grupy będą sie zajmować q4. Postaraj sie zatem wyedytować to co napisałeś,
Replay, postaraj sie zamienic Twoje poszukiwania w hyperlinks, znacznie lepiej sie wtedy ogląda.
Dobrze by było gdyby później moznabyło stworzyć kompendium tego co wiemy :d

** I AM A PROUD MEMBER OF POLISH QUAKE COMMUNITY **

** eu.battle.net/d3/pl/profile/Fakeeye-2762/hero/1668267 **

Duncan

Od: 2002-07-23

Ranga: Newbie

Dodano dnia: 2003-07-03 10:59:11

Ok.. ale.. mnie się wydaje, że dosyć już wklejania tekstów anglojęzycznych. Wiem, że przetłumaczenie Ctrl+C vTm\'a ;] zajełoby troche czasu niemniej jednak kiedyś trzeba będzie to zrobić na potrzeby nowego serwisu ( czy już wspominałem, że mam Certificate in Advanced English ;> )... Proponuje już teraz zrobić podsumowanie naszych poszukiwań, a dopiero później wziąść się za sprawy takie jak choćby gameplay czy MP. Jednakże to już zależy od Mateo :]...

MateoMartinezz

Od: 2002-02-28

Ranga: Quad Damager

Dodano dnia: 2003-07-03 11:07:10

podsumujmy to zatem rozsądnie i przejdźmy do następnego etapu. Kto podsumuje? :d

** I AM A PROUD MEMBER OF POLISH QUAKE COMMUNITY **

** eu.battle.net/d3/pl/profile/Fakeeye-2762/hero/1668267 **

Duncan

Od: 2002-07-23

Ranga: Newbie

Dodano dnia: 2003-07-03 11:19:11

Więc może zrobimy tak: Mateo.. daj tylko liste członków grupy, którzy są przez Ciebie oficjalnie \"zatwierdzeni\" i \"poprawni\" ;], a ja następnie do każdego z nich dopisze jego bio+przetłumaczony życiorys z oficjalnej strony (to co wstawił vTm). Choć uważam, że dyskusja na temat osób współtworzących tą grę jest fundamentalna gdyż to oni nakreślają jej przyszły kształt to z niecierpliwością czekam na moment w którym weźmiemy się za jeszcze głębsze konkrety :].

Replay

Od: 2002-12-27

Ranga: Newbie

Dodano dnia: 2003-07-03 11:22:06

Podsumowaujac :):
Fabula:

Jak wiemy pod koniec czesci 2 Quake bohater uciekl ze Stroggos i rozbil sie na innej planecie. Jest mozliwe ze w tym miejscu bedzie kontynuowana \"powiesc\" 4 czesci.
Swiat gry:

Swiat gry ma byc podobno wzorowany na Half-life mamy sie pzremieszczac z pomieszczenia na pomieszzcenie pomeidzy roznymi misjami. Podobno niektorzy chca widziec rozne mapki w stylu miast jak w q2...
Pogoda? :

W przeciwienstwie do q3 mozemy miec rozne rodzaje stanu atmosfery w misjach
Klucze

Podobnie jak w pierwszych czesciach Quake moga pojawic sie kluzce ktore bedziemy musieli zebrac aby kontynuowac gre...
Bronie:

Bronie na pewno ulegna modyfikacji. Sa pomysly aby czesci cial odpadaly (te w ktore sie trafi) a nastepnie aby mozna bylo uzyc ich w walce :P
Multiplayer:

Gra bedzie oparta przede wszystkim na trybie single, a multi ma byc skromnym dodatkiem :/. oparty on bedzie jak juz ktos wspominal tak jak doom 3 na p2p, ktory ma wiele bugow...

Zrodlo: www.planetquake.com/quakecon/quake4ideas.shtml
Wiecej informacji dostarcze pozniej bo starzy juz wrzeszcza - mialem jechac do babki godzine temu :P

MateoMartinezz

Od: 2002-02-28

Ranga: Quad Damager

Dodano dnia: 2003-07-03 11:25:32

Lista jest dostepna w temacie o Zadaniu 1. Nie chodzi mi o to ze to ja ją napisałem, ale oprócz wymienienia pełnego składu firmy Raven (bez względu na to czy mają swój udział w tworzeniu Q4 czy też nie) nie znalazłem nic konkretniejszego popartego linkami. W takim razie dorzuć do tej listy te opisy a w razie gdyby sie pojawił ktoś nowy to dopiszemy go do listy. Poza tym zastanawiam sie czy nie byłoby dobrze napisać maila do ravena że nasza strona zaczyna sie tym interesować i skierować ich na nasze forum anglojęzyczne. tam też trzeba umieścić temat o Q4 ale w języku angielskim. Zgadzacie sie na takie rozwiązanie?

REPLAY - skąd to wiesz? Linki linki linki a nie gdybania

** I AM A PROUD MEMBER OF POLISH QUAKE COMMUNITY **

** eu.battle.net/d3/pl/profile/Fakeeye-2762/hero/1668267 **

Duncan

Od: 2002-07-23

Ranga: Newbie

Dodano dnia: 2003-07-03 11:33:13

Jeżeli mój głos się liczy to jestem za.. :]. A co do tej listy to już sie wziołem do pracy...