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  • Interview with PaulJaquays
    Interviewed Paul Jaquays
    Author's name: Relix
    Website: Relix's Site


    Relix : First Paul, let me thank you for this interview on behalf of Quake3stuff.com.

    Jaquays: Not a problem.

    Relix : Can you tell us a little about yourself?

    Jaquays: I'm a designer (level designer) working at id Software, the makers of Castle Wolfenstein 3D, the Doom series, and the Quake series of games. I've been with id for nearly 5 years and have worked on Quake 2, Quake 3 Arena, Quake 3: Team Arena and am currently building game levels for Doom. I've worked in the game industry, at various jobs for pretty much all my adult life, including designing and illustrating Role Playing Game adventures, developing early console and hand-held video and electronic games, designing computer games and painting game and game fiction book covers. I'm married and have two teenage children, both of whom enjoy computer games.

    Relix : Exactly how long has it been since you entered the game industry?

    Jaquays: It's been nearly 26 years since my first illustrations were published in a magazine about science fiction and fantasy games and 23 years since I began full-time work in the game industry.

    Relix : What prompted you in doing so?

    Jaquays: At first, it was because it was a way to get my artwork published in small game publications and be paid for doing it. I had always enjoyed making my own toys and even games as a kid (I still have some of the "board" games I made in grade school). Then in college, I put together my own "fan" magazine call The Dungeoneer and actually was able to sell it in stores around the world. That gave me a taste for making role playing game content and I found I enjoyed doing that type of work. Going into the "entertainment" industry just seemed natural to me.

    Relix : Of the positions you have held, (designer/project leader etc.) which has been the most challenging/rewarding?

    Jaquays: For me, it always comes back to either making things or helping people. I enjoy "work" that makes things that give other people enjoyment when they see, use, or play with them.

    Relix : What motivational advice can you give for those trying to break into the industry?

    Jaquays: Work to become good at the skills required to make games. Study up on your area of specialization, whether it's 2D graphics, modeling, level design or just game making in general. The Internet has a wealth of articles about making games. And study other areas of design too ... Just to gain an understanding of them. Create samples that show your ability to create original work AND that show you can develop concepts created by others. Remember this process should be fun.

    Relix : What is/has been you favorite Quake 3 map, for solo or online play?

    Jaquays: The Q3A map I used to enjoy the most was The Longest Yard for Free for all. After that, perhaps Q3DM10. For Q3A CTF, I enjoy my own map Q3CTF2 Troubled Waters. For Team Arena games, I really like the space map, mp_team6 Vortex Portal.

    Relix : Where do you get your ideas for maps?

    Jaquays: We have a box of spare ideas we keep in the break room fridge. We pop them in the micro-wave and presto, 20 seconds later, a new idea. Coming up with ideas is challenging. Sometimes it involves coming up with a gimmick of sometime and building a level to support that gimmick. Other times it's based on having something that needs to be accomplished in that game level (in terms of story development), and building out architecture and encounter areas to match those ideas. If possible, a designer should develop ideas based on elements from several diverse sources. It's way too easy for a designer to look at a single source from popular entertainment (movie still, comic page, genre illustration) and reproduce something like it in a game setting. Propogate that across multiple designers and multiple games, and you have a lot of guys making or remaking variations on the same idea. How many map remakes of Aliens movie sets do we really need?

    Relix : What is the most important/significant advice to aspiring level designers?

    Jaquays: First. Make maps. Make lots of maps. If possible, do it for a variety of popular games. Do it to the point where using the tools become second nature and you can focus on making ideas come to life instead of fighting with the tools. Second. Make sure your life outside of the computer or mapping is as rich and robust as it can be. Don't sacrifice the rest of your life for a game map.

    Relix : In your opinion, what are some of the biggest mistakes/obstacles when designing a map?

    Jaquays: The biggest obstacle is lack of a clear goal for a map. Know what type of game you want to support from the beginning. The next mistake is overbuilding. You need to know when to stop adding stuff and simply refine what you have.

    Relix : I noticed the recent texture challenge that is currently in progress. Do you have any plans at the moment for future challenges?

    Jaquays: The first texture challenge is finished and resulted in over 100 crate textures designed for use with Q3A. The Wadfather texture site has already converted the set for use with Half Life. A second and thir texture challenge have also been completed, the second based around creating flag or banner textures and the third around basic material creation. All three are available for download at http://www.map-center.com. The newest moderator of the forum is currently planning out the next challenge.

    Relix : Once again, thank you Paul for taking the time for this interview.

    Jaquays: Not a problem.

    Scott O'Dell - a.k.a. Relix

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