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Q&A with American McGee
10/28/99
About a month after I started this website I sent a few questions to EA Software for a small q&a with Mr McGee. I had been informed before I sent them in that EA had an "extensive marketing plan for Alice" and were being kinda hush hush, only releasing a little information at a time. So its kinda small :( but I plan on doing a bunch more before the game is released.
Enjoy

1. With the name American McGee's Alice this game sounds to be an original idea of your own. Is this true?

This is true to a point... Although this twist on the Alice game
idea is all my own, the inspiration and thought process that led
to my creating this title involved friends, co-workers, and all
whole slew of random people and events. It takes more than one
person working alone to make something like this happen.

2. As I understand it the Quake 3 engine is still a work in progress. If so how much does this effect the progress of Alice?

It can have its effects, but we're trying our best to learn
from past experience and the experience of others to
minimize the impact this has on production. So far we've
done a pretty good job and things are coming along nicely.

3. Rogue Entertainment is one of my favorite game companies for their great level designs. Did you personally pick them to work on this project?

The Rogue guys have been my friends for years now. The
opportunity to work with them was a beautiful example
of serendipity in action.

4. I cant wait to try the demo. Will the demo that is to be released be single player, multiplayer or both?

No word on that yet... its still way too early :)

Thank you American for answering.

 Q&A with Rob Selitto level designer @ Rogue

10/30/99
I had a chance to ask one of my favorite level designers a few questions about what he thought of the Quake3 Test. Rob Selitto works for Rogue Entertainment makers of Quake Mission Pack No. 2: Dissolution of Eternity and Quake II Mission Pack No. 2: Ground Zero. here is what Rob had to say:

I'm a huge Quake 3 Arena fan and play for at least 2 hours a night . What do you think of the test so far and do you get much time for some blood and guts deathmatches?

In between work, EQ, and friends I don't have much time for anything else,
but when I do get to play, my favorite map is q3test2. I can't wait to see
what the full game looks like, but if it is anything like the test, then it
should be a blast.

I was really impressed with Ground Zero. Are there any future plans at Rogue that you know of for a Add-on/mod type product for Q3A?

Thanks. We try to put the most into our products that we can, Ground Zero
was a fine example of this. I don't know exactly what is going to be after
Alice, but I know we are open to any new game ideas.

Who At Rogue do you fear the most at Deathmatches?

It really depends on which game we are talking about. Each of the guys here
has their own strengths and weaknesses, and they are all good opponents,
but I'd have to say that I'm usually the one that is feared. :)

Did you guys use a custom level editor for Ground Zero or did you use one of the apps available on the net?

During Ground Zero most of the level designers used a modified version of
QE4 that Peter Mack wrote. I used a modified version of QERadiant that both
Robert Duffy and Peter Mack made changes to. Currently we all use a
modified version of QERadiant.

when I design a map its hard to say when its finished. I feel maybe I should add or remove a texture or sprite. How much time do spend on a level and how do you know when its finished.?

I think that is a natural reaction for every designer to want to keep
adding or changing stuff in the level. I usually end up working on maps for
months on end before I'm at the point where I can call it done. A lot of
the tweaking I do to my maps usually gets reviewed by some of the other
designers to ensure that I don't tweak something so much that it ends up
looking bad. Overall it's done when the producer says "dont work on the
maps anymore!!" :)

Robert Selitto
Rogue Entertainment
thanks Rob.

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