|Harry Teasley is currently enjoying his stint at Valve Software, which has just shipped their first title, Half-Life. The game has received rave reviews and has been called the most involving and enthralling game since Doom's release five years ago. However, Half-Life was not Harry's first involvement with a first-person shooter. Anyone who has played the Playstation or Nintendo 64 versions of Doom has seen Harry's handiwork -- working with Midway Home Entertainment, he helped create the smash-hit console versions of the game we all know and love.|
|Doomworld: When was the first time you ever played Doom?|
guess it was soon after the shareware was released. Sandy Petersen
gave me a call and told be to try it out, that it was quite fun.
I don't think he had any idea what sort of effect that call would have
on my life.
From his description, it sounded like Wolfenstein3D with new textures. I was mildly interested, but it didn't *sound* like a big deal. I installed it and was bowled over. I became obsessed with Doom for a long time.
|*cough* Sandy Petersen called you to recommend it? How were you affiliated with the id boys in the pre-Doom days?|
|ISandy and I worked together at MicroProse, before he went to id. We were bridge partners, and good friends (well, *were* bridge partners, *are* good friends.)|
|How did you get your job at Midway?|
|I left MicroProse in 1993 and decided to get a job in an area of the country that had year-round motorcycle weather. I interviewed at Leland Interactive Media (they've changed names twice now, changed ownership once), and got the job in San Diego.|
|How did you become involved in PSX Doom?|
|I happened to be working at Williams Entertainment (now Midway Home Entertainment) as an artist and designer, and our company made the deal to do some console ports of Doom. I was playing and editing Doom very heavily, and so it was natural that I get involved with these projects.|
|How long was the development of PSX Doom?|
|Hmmm, just shy of a year, I think.|
|Was an entirely new engine coded, or was the Doom source code utilized?|
|Basically both, I think. The renderer was completely redone, and a lot of optimizations were made to get the game to run on the PSX console.|
|Who decided which levels would be included in the PSX port?|
|Mostly I did, with the help of the other designers. We went through all the published versions of Doom, and weeded out those maps that would not work under the constraints of the Playstation. Given the CD format, we really wanted to include as much as we could, and ended up putting 59 maps into the final game.|
|How much had to be sacrificed in the PSX port in order to keep speed up?|
|Not much. Things are done very differently on the Playstation as opposed to the PC, so there was a lot of work in converting things, and manipulating things, but not a lot of throwing away of things. Some areas in maps had to simplified, and some monsters had to be removed from certain areas, but on the whole, all "sacrifices" were made so as to minimize the impact on gameplay. Few things ended up being removed completely.|