lahadl.blogg.se

System shock enhanced edition controller support
System shock enhanced edition controller support




Robb Waters, artist: Looking Glass was my first professional job. The whole company was full of people who cared about this. Greg Travis, programmer: Every few days we would go to the mall, buy any new game that was there, take it back and stand there and critique it. Working with those folks was one of the high points of my life, let alone my career.Īustin Grossman, designer: I remember someone writing about Looking Glass and calling it ‘the studio too good for regular fun.’ I remember walking into team meetings thinking, ‘I’m the stupidest person in this room,’ and loving the hell out of that. There was a thoughtfulness about what games could and should be that I haven’t encountered much since. Warren Spector, executive producer: That place was like a graduate school for game developers. Eventually it got bigger and had more problems, but in its early stages it was just a really raw creative place to work. Looking Glass was chock-full of talented, brilliant people who would set aside their egos.

system shock enhanced edition controller support system shock enhanced edition controller support

They were working out what they were going to do with the science fiction version of Ultima Underworld. Rob Fermier, programmer: I joined Looking Glass in 1993, maybe even late ‘92, pretty much at the start of the project. Long before gaining legendary status, Looking Glass was experimenting with early 3D worlds. Watch on YouTube Through the Looking Glass






System shock enhanced edition controller support