One of the things we joke about in the FPS development is it's so hard to get the player to actually bother to look at all the cool stuff you've been doing. You spend a lot of time making really cool things, and usually the player isn't looking where you want them to. John Carmack bothercooldevelopment share on social
It was great for me to go through all of my crazy Ferraris in my twenties. I think it was an inoculation against any kind of a midlife crisis. John Carmack crazycrisisferraris Change image and share on social
It's been great that every title that we've done internally has been a huge success, but when you've got 50 or 100 people on there, all their families and everyone counting on you there, the idea of 'What if you screw up once?' or 'What if the market changes?' John Carmack countfamilygreat share on social
With 'Rage,' it was a little bit different because this was going to be the public's first interaction with the 'Rage' IP. Early on, right after the tech demo, there was some marked concern internally how much of a bad thing it would be if the game went out and it wasn't well released and people got a bad taste off it. John Carmack badbiteconcern share on social
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. John Carmack approachcellphonecontact share on social
To the game code, the world is still just a tile map, but for rendering, each map was exported as a general-purpose 3D model, and the artists could then go through it and spend the polygons any way they liked, without the limits of line-of-constant-z software rasterization that we lived with on the mobile phones. John Carmack artistcodeconstant share on social
High-end BREW phones aren't nearly as limited a gaming platform as you might think - they are a lot more powerful than an original Play Station, for example. Java phones, however, are saddled with a huge disadvantage for gaming. John Carmack brewdisadvantageend share on social
The cornerstone of our Tech 5 development platform is this uniquely textured map or world, where every surface doesn't have a repeating texture on it. It can all be stamped and modified due to the work done on it. The core technical question to be resolved on this was how do we get that media set to be playable on the iPhone. John Carmack corecornerstonedevelopment share on social
The cost of adding a feature isn't just the time it takes to code it. The cost also includes the addition of an obstacle to future expansion. The trick is to pick the features that don't fight each other. John Carmack addadditioncode share on social