KillMe Interview

Here is the interview I conducted with Brandon "KillMe" James, Id Software's newest employee and part-time map p1mp ;-)



Session Start: Sat Jul 19 23:59:19 1997
{Zaphod} thanks for agreeing to do this btw
{Zaphod} if I ask you anything you dont want me to post, just say "no comment" or some shit
{KillMe} ok, I'll say "some shit"
{Zaphod} that'll work!
{Zaphod} anyway... 
{Zaphod} first off, some people dont even know who you are
{Zaphod} I saw the comments on IRC even
{Zaphod} "Who is KillMe?"
{Zaphod} what would you say as an introduction to yourself?
{KillMe} I'm thinking
{KillMe} that's a tough one
{Zaphod} sorry :)
{Zaphod} in other words, why do you think you got the job at id?
{KillMe} Oh, well.. they said that they hired me because I looked like a serial killer
{Zaphod} hahah
{Zaphod} actually I had heard that some of the Id guys had seen your Manson series levels 
  and were impressed
{KillMe} right.. American did an interview and commented on the 'Manson' series, which was 
  quite the boost.. there were assorted 'ideas' and maps that I had floating around that 
  were sent out when called for
{KillMe} more-}
{Zaphod} what are your first impressions working at id? you've been there for a few weeks 
  now right?
{KillMe} American was my only contact for a while, he'd comment on what I'd do.. some of the 
  early inspiration came from American's work on Quake, his work and the metal wad actually.
{KillMe} I've been here for a week and a half
{KillMe} it was some what intimidating on my first visit..
{KillMe} this was a company that I had followed for the last 4 years, to be given the chance 
  to work at id sent my mind reeling
{Zaphod} so do they make you get coffee, being the "new guy"?
{KillMe} nah, no chores actually
{KillMe} every now and then Tim will have me 'do something', but that's private
{KillMe} I share an office with Tim Willits
{Zaphod} j/k, actually I would love to hear what duties you have now at id
{Zaphod} quake2 maps?
{KillMe} yes
{KillMe} working on a few deathmatch maps, I've taken over a level that Sandy Petersen was 
  working on for single player 
{KillMe} then it will be some monster placement 'perhaps' and going through and adding bits 
  and pieces here and there to maps that are almost complete
{Zaphod} the Zerstorer cutscene demo was awesome... I hear comments about it all the time
{Zaphod} how long did that take you to do?
{KillMe} the Zerst cut-scene?
{KillMe} I completed that in about 2-3 days.. that was for the architecture and camera work, 
  Darin worked on the cut-scene code (which is amazing) and there were a few new textures in 
  the demo done by Kandyman, it was probably the most fun I've had with the Quake engine
{KillMe} We wanted to get something 'out there' for people to see, everyone had been bugging 
  us about 'when will it be finished' etc
{Zaphod} as I understand it, you are no longer actively working on Zerstorer now though, 
  right?
{KillMe} now, I've sort of dropped off the project and will be turning over the maps to one 
  of the other mappers (Mancer)
{KillMe} It's a shame..
{Zaphod} well, these things come up ;)
{KillMe} I did believe and still do believe that the people working on Zerst were the most 
  talented group of individuals out there, everyone was completely dedicated to the project
{KillMe} Darin McNeil in particular is a real genius, we would ask him about something, we 
  would tell him what we wanted and in a matter of hours he would have it finished

(Note: You can check out the Zerstorer PC mentioned here at: www.killme.com/zer.htm)

{Zaphod} I agree... now a couple of map-making questions, since that will be my main audience
{KillMe} hit me
{Zaphod} I assume you occasionally check out maps by other 'casual' mapmakers (such as 
  myself), what do you see as the most common mistakes?
{KillMe} ah :) this will be fun
{KillMe} I've checked out many many many maps in the past year and most of the them all had 
  the same problems.. I'd say the majority of the user-created levels are lacking in 
  'atmosphere' and along with that, lighting
{KillMe} I've seen so many maps that seem to be full-bright it's disgusting.. if people are 
  waiting to light their levels, if they are saving the placement of light entities for 
  last, then they are making a huge, huge mistake
{KillMe} Atmosphere in my eyes ranks right up there with balance when it comes to gameplay.. 
  There are a lot of maps that are too similar, which could be hard to work around when 
  dealing with limited texture sets, but so many unique events, unique areas and settings 
  are possible with the Quake engine.. I'd like to see more exploration and experimentation 
  with this
{Zaphod} for atmosphere, you mean a 'theme' for the level, or the visual effects?
{KillMe} When I'm talking about atmosphere I'm talking about the over all feel of the 
  level.. not necessarily only visual effects, because when you get down to it, eye-candy is 
  eye-candy and nothing more.. if you are going for a unique visual effect then for god's 
  sake give it a purpose.
{KillMe} Atmosphere would be the combination of lighting and aural effects
{KillMe} You can have a great level, a great level layout, but with out the proper 
  atmopshere or 'filling' then there's really nothing to it, you have an empty shell that is 
  lacking excitement
{Zaphod} you have actually answered one of my other questions there..  I feel that sound 
  plays a BIG part in the "feel" of a map
{KillMe} right
{KillMe} In Manson2 you have the constant pounding of the jaws at the bottom of the 'pit o' 
  death', it keeps you on your toes, makes you uneasy.. and it's only a sound but it adds to 
  the atmosphere beautifully
{Zaphod} I know you tend towards "dark" settings in the Manson maps...
{Zaphod} can we expect more of this in your Quake 2 maps?
{Zaphod} in other words... how much of a free hand are you being given?
{KillMe} I have one level that is currently being revised here, that is a bit dark.. I 
  haven't done anything along the lines of the Manson series, it just doesn't fit with what 
  we are doing here. Having access to colored lighting adds a great deal to a level, I wish 
  that I could have included some of our blood red lights in the Manson series ;)
{Zaphod} new toys are fun then eh?
{KillMe} You have no idea..
{KillMe} The single player level I'm working on..
{KillMe} will be somewhat 'horrific'. I do believe that that is what I excel at, making the 
  player uneasy, making the player lose their 'cool'.. disturbing settings and machinery are 
  really what gets me going
{Zaphod} and we appreciate it hehe
{Zaphod} strangely enuf
{KillMe} You enjoy those type of settings?
{Zaphod} oh yeah
{KillMe} I'd like to think that most players do, you can have your run of the mill levels, 
  then you can have your levels that stick out and are 'alive', I love it
{Zaphod} was the id editor hard to pick up on?
{KillMe} It's a bit different, when I was first here I was feeling a bit spoiled with 
  Worldcraft (previous editor of choice), but after about 2-3 days of playing with Qe4 I 
  knew that this was where it's at.. it's so powerful, vertex/edge manipulation all handled 
  through the 3d preview window.. it's totally different than wc, but for any serious editor 
  out there, should be a breeze to pick up on
{Zaphod} ok, now here's kind of a vague question ;)  Where do you get inspirations for your 
  maps?
{KillMe} Someone once told me that I must get my inspiration from farm machinery
{KillMe} but that's not really the case
{Zaphod} BHAHAHAH
{Zaphod} not anymore anyway!
{KillMe} yeah, they thought I was a die hard Kansan, but they couldn't have been more wrong
{KillMe} ok..
{KillMe} I touched briefly on being somewhat inspired by American's maps in Quake.. the 
  Metal texture set just screamed out to me.. and the large spike train in e1m6. I was 
  listening to a lot of disturbing, dark ambient music at the time.. similar to the Quake 
  sountrack. I'll see something that I like, then I'll use it.
{KillMe} that is a vague question
{Zaphod} but it ties in nicely to my next one
{KillMe} Really, surroundings do play a big part, environment plays a big part
{KillMe} What you have to work with plays a big part.. when I first say the Quake engine, 
  when I first saw Quake it was just screaming out to me 'Make some horrific machinery' That 
  was all I could really see in the game, it was an avenue that hadn't been explored yet, so 
  I took it
{Zaphod} for some reason, people always ask "what kinda music you like?" in these interviews
{Zaphod} I know you like Marilyn Manson... what others?
{KillMe} Well, I've sort of come down from my Marilyn Manson high.. that played a part in 
  our dropping the whole ACS 'add-on' that we were doing.. as for music, hmmmm. I'm a die 
  hard Nine Inch Nails fan, lots of electronic music, classical etc.. I'd say that 
  instrumental music is my favorite, don't give me no Hootie or Candelbox ;) I've been on a 
  search for the darkest most disturbing ambient music that I could find, American has 
  turned me on to some.. Aphex Twi
{KillMe} Music to be scared by
{KillMe} Music that will make you want your mommy ;)
{Zaphod} hahah
{KillMe} give me more!
{Zaphod} hmmm
{Zaphod} getting down the lame questions now
{KillMe} how about 'what would you like to see in the future concerning level design' :)
{Zaphod} oh ok, yeah, do that one!
{KillMe} I'm very much looking forward to the day when we can do truly dynamic levels, 
  structures and designs that can change on the fly. Levels that players can spend hours on 
  and the will never explore the same place twice in any given 20 mins (staying somewhat 
  realistic for now.) Rotation and moving entities are taking us closer to that right now, 
  and you could possibly see something along those lines (on a smaller scale) either when 
  Quake2 ships or when the users get their hands on the game. Levels where areas are closed off   for certain 
  periods of the day.. (more) 
{KillMe} Rooms that change at certain intervals, or when certain events are 
  triggered. Levels that ARE truly alive, where the world is a 'player'. 
{Zaphod} well, I only really had one more 'burning' question
{KillMe} hit me
{Zaphod} you have done what a lot of guys have dreamed of...
{Zaphod} worked up thru the ranks to work at Id as a mapper
{Zaphod} any suggestions to other guys who aspire to that?
{Zaphod} (not necessarily just to work at id, but to get paid for making maps )
{KillMe} Sure.. I know quite a few people who are very timid when it comes to sending their 
  stuff out to prospective employers.. I always tell them to send everything they have, their 
  ideas, their game design issues.. anything and everything. They still never listen.. how 
  does someone expect to get a job, a job that they've been wanting for the longest time if 
  they don't correspond, if they don't give everything they have done to whoever.. just try 
  and stay focused
{Zaphod} (good advice in my opinion)
{KillMe} ok, I've got to run, time to (stuff deleted here :)
{Zaphod} thanks a lot for doing this :)
Session Close: Sun Jul 20 01:45:16 1997
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