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.