Tag Archives: matt hooper
Fri, Aug 09, 2013 | 08:43 BST
Another well-known id Software staffer has joined the Oculus Rift team.
Thu, Sep 22, 2011 | 13:56 BST
RAGE design director Matt Hooper has said when developing the game, the team at id Software originally focused on creating the single-player mode, and as time progressed, they found it would be even more fun if co-op were added.
Wed, Sep 21, 2011 | 18:33 BST
RAGE design director Matt Hooper has said id Software chose the Wastelands as a setting for the game, because the environment’s style was something the team had in common has far as individual tastes.
Mon, Jul 11, 2011 | 07:41 BST
id design director Matt Hooper has said that the Texas developer was working on something else before beginning development on RAGE.
Thu, Jul 07, 2011 | 14:47 BST
Bethesda’s just announced three demos for QuakeCon featuring Elder Scrolls V: Skyrim, RAGE and Prey 2.
Wed, Jun 01, 2011 | 08:43 BST
Id Software has lifted the veil on RAGE’s super-soldier antagonists, the Authority, ahead of a more complete E3 reveal.
Wed, Apr 20, 2011 | 17:01 BST
Id revealed RAGE’s multiplayer last week, while demonstrating new SP content and giving press hands-on. Full details and a ten-minute video interview with design director Matt Hooper.
Tue, Apr 19, 2011 | 14:19 BST
RAGE’s design director Matt Hooper has said that Doom fans will be pleased with what the Doom 4 teams is doing with the game, and it will be
“distinct” from other shooters from the studio.
Mon, Apr 18, 2011 | 17:19 BST
id Software finally showed RAGE’s multiplayer segment in Utah last week, with design director Matt Hooper confirming to VG247 it’ll release a second iOS title on the IP.
Tue, Jul 08, 2008 | 17:05 BST
Put down that Wii-mote; it’s not wanted here. In an interview with Kikizo, id CEO Todd Hollenshead and Rage lead game designer Matt Hooper have stuck to their guns in terms of pushing the tech envelope.
“[Gaming is] a technology-driven industry, and I think people who say it’s not a technology-driven industry don’t know what industry that they’re in, and they probably won’t be here for very long – we’ve seen those people come and go over the years, when they say we’re at the apex of technology and something else is going to take over,” Hollenshead said. “And I really do think those people are wrong. I think that there’s a long ways for technology to go to continue to drive innovation and change within the business, and I think that happens on the hardware side, and on the software side as well, and certainly that has been one of the core things that has been key to id’s success.”
Additionally, Hollenshead and Hooper spoke of their plans to dethrone the Unreal Engine 3 with their id Tech 5, saying that if a developer chooses not to look at id Tech 5 “then you are making a very, very bad mistake. Probably a mistake that ought to cost you your job.”
Check out the full interview for id’s thoughts on Steam, Doom 3 (it’s not a bad game!), and more uses of the phrase “60 fps” in a series of paragraphs than we’ve ever beheld. There are some new images of Rage through there as well, unless we’re very much mistaken.
Tue, Jun 24, 2008 | 22:06 BST
Is the age of next-gen graphics coming to an abrupt end? Not according to id Software.
“For us personally, our biggest goal is – you can see it right now – we’re pushing on the fidelity, visually,” id lead designer Matt Hooper told Next-Gen. “For us, we’re doing things that we’ve never done before. That’s already a lot of eggs in the basket. As far as user-generated content, it’s not a huge consideration for us right now.”
What happened to modding, id? Also, does this mean we won’t be seeing a new Commander Keen on the Wii any time soon?
Tue, Jun 24, 2008 | 20:59 BST
id’s Matt Hooper said at GDC Paris yesterday that the design ambitions for post-apolcalyptic action title Rage have forced the company to take on an AI designer as well as an AI programmer.
“Our gameplay goals for Rage are so much more than we’ve ever had before, that if you don’t have an AI designer working with an AI programmer, then you’re just going to be in bad shape,” he said. “So we’ve been forced to do that, just by the breadth of our design goals.”
More on Next-Gen.