Quake 4

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

 

 

 

 

 

 

 

 

Overview

"Powered by the Quake III Arena engine, the Wolfenstein universe explodes with the kind of epic environments, A.I., firepower and cinematic effects that only a game created by true masters can deliver. The dark reich's closing in. The time to act is now. Evil prevails when good men do nothing. " - id Software

Return to Castle Wolfenstein (RTCW) was my first dive into what I'd call serious game development. It was created by Gray Matter before they were acquired by Activision. I joined them with a little over a year left. They were behind schedule and Activision sent me there to help. So I was on loan from Activision and not a Gray Matter employee.

I jumped in to "crunch" first as a builder. My first task was to build the transition areas between the levels since they didn't logically connect to each other. So all the areas leaving and coming from a level transition were built by me.

Once that was complete I started building multiplayer levels however the decision was made that Gray Matter just didn't have the time to do multiplayer so it was given to Nerve. So I suddenly had a lot of extra time and they asked if I'd like to try scripting.

Scripting in RTCW was in Basic C and didn't take long to pick up. Soon I was given the task of scripting the last three levels in the game which were called Dig, Castle, and End which was the boss fight with the rob Zombie looking guy. I was responsible for the game play of the levels, AI movement, world events, and implementing music and dialog.

Below is an example of a map I scripted that was posted on YouTube. The map is Castle and is the one I got to have the most freedom scripting. Most of the game play was my own.

 

 

Images and content are copyright © Chad Bordwell