Quake 4

Chad Bordwell is Senior Scripter / Designer @ Raven Software and has been in the game biz since 1997.

 

 

 

 

 

 

 

 

Overview

Quake 4 (Q4) was the first title I got to be a part of from start to finish. From laying out the levels on paper to final bug fixes. It was really an incredible experience and I got to explore so many roles during it. I started as I said laying out the levels and coming up with game play, flow, difficulty, and events then did the basic blocking of the levels to get a quick feel of the flow, layout, and scale.

Once the maps were basically laid out they needed some help creating world models to populate the levels with. The Strogg world was all about tech so the level needed a lot of machines, panels, etc so I then got to learn Lightwave 3D modeler and create world models and texture sets.

Of course once the game play was needed I moved over to my scripting role and started scripting AI, and events. Unlike past id Software titles there were allies with you which created a lot of unique challenges for scripting to not only have them stay with the player but also stay out of his way and appear to be human rather than just staying within his radius. My favorite part of scripting in Q4 however was scripting movers. Moving vehicles was a lot of fun and the Strogg have all those complexly moving machinery which are very satisfying to create because they looked so good when they were done.

I was responsible for scripting the following levels:

- Building B
- Dispersal: Heart Room Puzzle
- Hanger 1
- Hanger 2
- Hub 1
- Hub 2: Boss Battle

This included AI movement which was often a series of triggers and tethers but was also included an amount of Basic C scripting. Also the levels events and implementing music cues and dialog.

 

Images and content are copyright © Chad Bordwell