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Original Quake’s level designer talks about how he tried to fix the lack of bosses in the game with American McGee
12.10.2021 [12:33],
Dmitry Rud

American game designer Carl Sanford Joslyn Petersen, or simply Sandy Petersen, shared a story from the development of the original Quake on his microblog.

The first Quake consists of 28 levels, divided into four episodes, two of which (the second and the third) lack their boss. Most likely due to lack of time and / or money.

Petersen, along with the later famous American McGee, worked at that time as Quake level designers and proposed their own solution to the problem – huge versions of already existing monsters.

Fans of old Quake may note that episodes 2 & 3 lack boss monsters. McGee’s giant zombie and my own super-vore were tries to fill the gap. Ah well. It would have taken more time to make 2 new bosses and time is money I guess. pic.twitter.com / ctEim91tmG

– Sandy Petersen (@SandyofCthulhu) October 11, 2021

So, McGee suggested adding a 91-meter zombie to the game, and Petersen – an enlarged shalrat. To reach the vulnerable points of these bosses, players would need to use the features of the environment (elevators, stairs, caves).

Despite the potential of both levels, the art department rejected the idea of ​​game designers, because opponents scaled to such sizes did not look very good, to put it mildly.

After McGee’s giant zombie: I made a giant vore whose homing darts chased you all through the level. You ran through tunnels and caverns evading darts & seeking a vantage to shoot back. Also canned by the art team. Because scaled-up critters look bad. pic.twitter.com / lRO6BlaBDt

– Sandy Petersen (@SandyofCthulhu) October 11, 2021

“After the zombie giant McGee, I made a huge shalrat with projectiles chasing you throughout the level. You would run through tunnels and caves, trying to hide from the fire and find a suitable point for shooting, ”Petersen recalled.

Both Petersen and McGee left id Software until the end of the 90s and went their separate ways: the first got a job at Ensemble Studios (Age of Empires), the second found a place in Electronic Arts (American McGee’s Alice).

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