
Sean Barrett | Legendary Software Rendering Era
Wookash Podcast
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The Evolution of 3D Level Design in Quake
This chapter features insights from high-level graphics developers discussing their experiences on a secretive mailing list centered on 3D game design. They explore the complexities of Constructive Solid Geometry (CSG) in 'Quake', detailing how it contrasts with older methods, alongside the challenges of rendering and level creation. Key topics include the use of Binary Space Partitioning (BSP) trees, innovative gameplay design techniques, and the evolution of tools that facilitate creative decision-making in game environments.
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