Tags: Chris Avellone; Obsidian Entertainment
<p>In this extensive interview with gamesTM MCA recapitulates the story of his game designer life.</p>
<blockquote>
<p>Descent To Undermountain – a first-person dungeon-crawler based on the technology behind Interplay’s popular shooter series, Descent – is often regarded as Avellone’s first developer credit in the videogames industry, which is unfortunate, as the game was basically terrible. “I didn’t know what I was getting into!” he laughs. “I was very happy to work on it at the time, though. They were trying to add gravity and first-person combat into the Descent engine, you know, so they could create something [like] Ultima Underworld. The engine just wasn’t set up to do that, and we didn’t have the sheer amount of programming power available to make that happen. I want to be clear and say there was nothing wrong with the Descent engine, per se, it was just that we didn’t have the know-how or the resources to make it into an Ultima Underworld-esque experience.”</p>
</blockquote>
<p><a href="http://www.gamestm.co.uk/features/chris-avellone-a-man-of-many-words/" target="_blank">Read the whole thing there</a>.</p>
<p> </p>
<p>Spotted at: <a href="http://www.gamebanshee.com/news/98528-chris-avellone-interview.html">GB</a></p>
<p>In this extensive interview with gamesTM MCA recapitulates the story of his game designer life.</p>
<blockquote>
<p>Descent To Undermountain – a first-person dungeon-crawler based on the technology behind Interplay’s popular shooter series, Descent – is often regarded as Avellone’s first developer credit in the videogames industry, which is unfortunate, as the game was basically terrible. “I didn’t know what I was getting into!” he laughs. “I was very happy to work on it at the time, though. They were trying to add gravity and first-person combat into the Descent engine, you know, so they could create something [like] Ultima Underworld. The engine just wasn’t set up to do that, and we didn’t have the sheer amount of programming power available to make that happen. I want to be clear and say there was nothing wrong with the Descent engine, per se, it was just that we didn’t have the know-how or the resources to make it into an Ultima Underworld-esque experience.”</p>
</blockquote>
<p><a href="http://www.gamestm.co.uk/features/chris-avellone-a-man-of-many-words/" target="_blank">Read the whole thing there</a>.</p>
<p> </p>
<p>Spotted at: <a href="http://www.gamebanshee.com/news/98528-chris-avellone-interview.html">GB</a></p>