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.