#159 - Randy Linden Interview (THE MAN BEHIND DOOM SNES)
1 Stunde 19 Minuten
Podcast
Podcaster
Beschreibung
vor 2 Jahren
Randy Linden is a legendary programmer who is best known for doing
what was thought to be impossible porting DOOM from the PC to the
SNES, hes also responsible for porting Dragon's Lair to the Amiga
and making Bleem an emulator for the Playstation. He is currently
working for Limited Run Games. #doom #supernintendo #snes SOCIAL
MEDIA TWITTER - @RandalLindenTIMESTAMPS00:00 - Intro00:40 - Being
In The Industry For Over 40 Years01:57 - Randy’s Thoughts On Zelda:
Breath Of The Wild & Super Mario Odyssey06:03 - Randy’s
Standout Moment In Zelda: Breath Of The Wild07:25 - Honing In On
The Programming Aspect of Zelda: Breath Of The Wild & Super
Mario Odyssey09:50 - Zelda Inspired Randy To Improve On His
Programming Skills/Writing A Program11:34 - Why The Rocket Launcher
Is More Powerful In DOOM SNES/Reverse Engineering15:25 - Why
Monster Infighting Isn’t In DOOM SNES18:08 - Why Monsters Don’t
Respawn In Nightmare Mode/Monster Speed In Nightmare/SNES Violent
Games21:59 - Guessing The AI For The Monsters/Tight Deadline For
DOOM SNES25:14 - Being In The Zone Creatively/Crunch For DOOM
SNES/Managing Time Effectively34:16 - How Randy Balances Quality Vs
Quantity In Programming36:50 - Story Of Metal Gear Solid Bug For
Bleem On Dreamcast42:45 - Randy’s Terrible Diet While Working44:26
- How To Get In The Zone45:30 - List Of Programming
Priorities/Priority On DOOM SNES49:11 - How The Quake GBA Prototype
Came About51:21 - The Hardest & Most Misunderstood Thing About
Programming56:50 - Game Development Roles These Days Are More
Specialized/AAA Development1:01:00 - Cost Of Games1:05:18 - Gaming
Has More Value For Money Than Film/Game Studios Lay Offs1:08:35 -
Its Harder For Game Studios To Be Successful Today Than It Was In
The Past1:11:05 - Incremental Hardware Increases1:12:06 - Sandy
Peterson Never Worked On DOOM SNES1:14:31 - E2M2 In DOOM SNES/John
Coffey Level Edits That Got Rejected By ID Software/Metallic
Grates1:17:45 - Where To Follow Randy Linden/Jurassic Park
what was thought to be impossible porting DOOM from the PC to the
SNES, hes also responsible for porting Dragon's Lair to the Amiga
and making Bleem an emulator for the Playstation. He is currently
working for Limited Run Games. #doom #supernintendo #snes SOCIAL
MEDIA TWITTER - @RandalLindenTIMESTAMPS00:00 - Intro00:40 - Being
In The Industry For Over 40 Years01:57 - Randy’s Thoughts On Zelda:
Breath Of The Wild & Super Mario Odyssey06:03 - Randy’s
Standout Moment In Zelda: Breath Of The Wild07:25 - Honing In On
The Programming Aspect of Zelda: Breath Of The Wild & Super
Mario Odyssey09:50 - Zelda Inspired Randy To Improve On His
Programming Skills/Writing A Program11:34 - Why The Rocket Launcher
Is More Powerful In DOOM SNES/Reverse Engineering15:25 - Why
Monster Infighting Isn’t In DOOM SNES18:08 - Why Monsters Don’t
Respawn In Nightmare Mode/Monster Speed In Nightmare/SNES Violent
Games21:59 - Guessing The AI For The Monsters/Tight Deadline For
DOOM SNES25:14 - Being In The Zone Creatively/Crunch For DOOM
SNES/Managing Time Effectively34:16 - How Randy Balances Quality Vs
Quantity In Programming36:50 - Story Of Metal Gear Solid Bug For
Bleem On Dreamcast42:45 - Randy’s Terrible Diet While Working44:26
- How To Get In The Zone45:30 - List Of Programming
Priorities/Priority On DOOM SNES49:11 - How The Quake GBA Prototype
Came About51:21 - The Hardest & Most Misunderstood Thing About
Programming56:50 - Game Development Roles These Days Are More
Specialized/AAA Development1:01:00 - Cost Of Games1:05:18 - Gaming
Has More Value For Money Than Film/Game Studios Lay Offs1:08:35 -
Its Harder For Game Studios To Be Successful Today Than It Was In
The Past1:11:05 - Incremental Hardware Increases1:12:06 - Sandy
Peterson Never Worked On DOOM SNES1:14:31 - E2M2 In DOOM SNES/John
Coffey Level Edits That Got Rejected By ID Software/Metallic
Grates1:17:45 - Where To Follow Randy Linden/Jurassic Park
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