crunchysuperman #1 Posted April 27, 2007 http://www.computerandvideogames.com/artic...42&site=pcz Just wanted to say congrats to Albert for his work on what is still the best game I've ever played. Quote Share this post Link to post Share on other sites
Albert #2 Posted April 27, 2007 Huh, that's quite interesting. I need to see if I can find someone in the UK to pick up a copy or two of the magazine and send it to me. It would be interesting to read what they said about Deus Ex, and also see the complete list of games they ranked. ..Al Quote Share this post Link to post Share on other sites
Invader_dag #3 Posted April 27, 2007 Whoa, you worked on Deus Ex? Sweet! What role did you have in the development? Quote Share this post Link to post Share on other sites
ninjarabbit #4 Posted April 28, 2007 I will say that Deus Ex is my favorite FPS not named Goldeneye or Metroid Prime. Quote Share this post Link to post Share on other sites
Albert #5 Posted April 28, 2007 Whoa, you worked on Deus Ex? Sweet! What role did you have in the development? I was one of three programmers on the original game (Chris Norden, Scott Martin, and myself), and one of the original six team members that started Ion Storm Austin (having previously been the Austin branch of Looking Glass Technologies). We had a quite a bit of influence over the design of the game, and in fact I penned the entire third act of the game in the original design doc that we used to sell the game to Ion Storm / Eidos. Of course, most of that ended up getting reworked as it was too ambitious (you actually ended up traveling to a moon base in the original design doc). My responsibilities included: - Designed and programmed the game's entire user interface - Designed and programmed the conversation system - Wrote a standalone conversation editor (ConEdit) that Sheldon Pacotti used to script and write all the dialog for the game (and there is a TON of it, as anyone who has played the game knows!) - Programmed the Save/Load system - Implemented several other game systems - Wrote several of the easter eggs (such as the quotes screen and the hidden "legend" menu) - Tons of other more minor stuff It was a great project to work on, although fairly long. I would later go back to Ion to work on the PS2 version of Deus Ex, which required a great deal of work to squeeze the game into the PS2's memory footprint. The entire user-interface was redone from scratch (to support the PS2 controller instead of a keyboard/mouse combination), the renderer needed substantial changes to run at a decent framerate, and the save/load system had to be thrown out and redone (as saves on the PC are *huge* and that simply could not be done on the PS2). It was a pretty significant effort, much more so than most "ports". After the US version went gold, I then worked on all the localization for German, French, Spanish and Italian versions. That ended up being a lot of work as well given how extensive the user-interface was, to say nothing of the thousands of lines of in-game dialog. For the record, I had *NOTHING* to do with the sequel, Invisible War. In fact, all three of the original programmers ultimately left after Deus Ex shipped, for various and sundry reasons. ..Al Quote Share this post Link to post Share on other sites
Shannon #6 Posted April 28, 2007 Looking Glass.... One of my favorite underrated companies. They made all the cool games. Quote Share this post Link to post Share on other sites
SRGilbert #7 Posted May 3, 2007 Whoa, you worked on Deus Ex? Sweet! What role did you have in the development? I was one of three programmers on the original game (Chris Norden, Scott Martin, and myself), and one of the original six team members that started Ion Storm Austin (having previously been the Austin branch of Looking Glass Technologies). We had a quite a bit of influence over the design of the game, and in fact I penned the entire third act of the game in the original design doc that we used to sell the game to Ion Storm / Eidos. Of course, most of that ended up getting reworked as it was too ambitious (you actually ended up traveling to a moon base in the original design doc). My responsibilities included: - Designed and programmed the game's entire user interface - Designed and programmed the conversation system (ConEdit) - Wrote a standalone conversation editor that Sheldon Pacotti used to script and write all the dialog for the game (and there is a TON of it, as anyone who has played the game knows!) - Programmed the Save/Load system - Implemented several other game systems - Wrote several of the easter eggs (such as the quotes screen and the hidden "legend" menu) - Tons of other more minor stuff It was a great project to work on, although fairly long. I would later go back to Ion to work on the PS2 version of Deus Ex, which required a great deal of work to squeeze the game into the PS2's memory footprint. The entire user-interface was redone from scratch (to support the PS2 controller instead of a keyboard/mouse combination), the renderer needed substantial changes to run at a decent framerate, and the save/load system had to be thrown out and redone (as saves on the PC are *huge* and that simply could not be done on the PS2). It was a pretty significant effort, much more so than most "ports". After the US version went gold, I then worked on all the localization for German, French, Spanish and Italian versions. That ended up being a lot of work as well given how extensive the user-interface was, to say nothing of the thousands of lines of in-game dialog. For the record, I had *NOTHING* to do with the sequel, Invisible War. In fact, all three of the original programmers ultimately left after Deus Ex shipped, for various and sundry reasons. ..Al All I can say is WOW, DeusEx is without a doubt the most amazing PC games ever. Quote Share this post Link to post Share on other sites
moycon #8 Posted May 4, 2007 One of my favorite games of all time. I didn't play it on the PC tho, picked it up for the PS2 and played through it twice it was so good! Quote Share this post Link to post Share on other sites