Interesting tid bits about his next engine:
Moderator note: The link to the full interview has been removed.
Are you working on a new rendering engine?
Yeah. For the last year I’ve been working on new rendering technologies. It comes in fits and starts. Our internal project is not publicly announced on there. We’re doing simultaneous development on Xbox 360, PC, and we intend to release on PS3 simultaneously as well, but it’s not a mature enough platform right now for us to be doing much work on.
Game engines have their own certain look to them. Quake 3 era games all have a similar lighting and texture model, so do Doom 3 era games, from the high-poly bump maps. Can you predict what the engine is going to look like from the start?
Usually when I set out making the technical decisions I don’t know how it’s going to turn out. A lot of it is working out what works, and what ideas come to you. It is worthwhile mentioning, as you said, that there’s a characteristic look to the new engine, and it’s going to be centred around Unique Texturing.
This is an argument I get into with people year after year. Every generation, someone comes up and says something like “procedural and synthetic textures and geometry are going to be the hot new thing. I’ve heard it for the last three console generations – it’s not been true and it’s never going to be true this generation too. It’s because management of massive data-sets is always the better thing to do. That’s what a lot of the technologies we are working on centre around – both the management for the real time use of it, and the management of the efficient content creation side of it. I think that’s going to give a dramatically better look than what we’re seeing in this generation.
Can you describe how it will look, in a layperson term.
When you start seeing screenshots of games designed like this, it’ll be obvious that they’re of a new generation. I’m not sure how much it comes through, but Quake Wars: Enemy Territory, the game Splash Damage are working on, that uses an intermediate half-way technique, the Megatexture stuff I did originally. They’ve really gone and run with that. Some of their screenshots are really starting to show the promise of unique texturing on everything. We’ve got an interesting combination of techniques on that – they did a procedural offline synthetic synthesis to generate the basis of the terrain, and I built some technology to let artists dynamically stamp things into all the channels in game. We’re starting to see some really, really spectacular results out of this, as everyone climbs up the skill curve of using these new tools. The technology we’re working on here at id takes that a step further with a terrain texturing system is applied throughout for everything.
When you create a technology, do you build features specifically for a game, or is a case you just testing to see what the silicon can do?
It’s somewhere in between. You don’t build technology for technology’s sake. The people who would just build 3D engines without a game attached, those have never been the really successful products. In any case of engineering, you really need to tailor your design to what you’re trying to accomplish. There are always the types of situations when you can say, “we know we want our game to have this type of outdoor stuff, or this type of indoor stuff,” and you start trying to write technology for it, but you find out something might be harder than you expected, or you might get a novel idea, and that might feed back into the game design. We commonly switch gears during our development process when a really good opportunity comes up. We’re not going to be pig-headed about something, and say “this is what our design spec says, so this is what we’re going to do”. We’ll pick targets of opportunity when we get them, but the technology does very much try to build around what we want to accomplish with our games.
Was there one of these “targets of opportunity” in the development of Doom 3?
When we left Quake 3 I had several different directions of technology that I considered potentially useful for next generation game engines. One of those was uniquely texturing the surfaces, and one of them was this bump-mapped and unified lighting thing that wound up in Doom. The decision I made at the time was that something that made less quality screenshots but a more dynamic environment would make a better game, which is why I took that direction, but it’s interesting, now that the technology of the hardware has progressed, I can combine both of what I wanted to do with the unique texturing and the fully dynamic environments.
Moderator note: The link to the full interview has been removed.