malau on 14/6/2007 at 07:24
A website ONLY a programmer would 'create'.....
(
http://www.nothings.org/)
Click on 'my games' and 'Chromatron', enjoy a free game by the (co)creator of The Dark Engine.
If you REALLY must, then you can download Sean's music too...
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http://www.nothings.org/music/)
What he says in his bio about the THIEF series (and SS2)......Thief: The Dark Project: During Terra Nova, I did some rendering research for developing a next-generation indoor rendering engine that we could use for future System Shock sorts of games, and "invented" (re-discovered?) portal technology. (Of course, it turns out that Descent was using portals before anyone!) This got hashed and beaten around and turned into an engine called Portal, which is the renderer behind Thief and System Shock 2. Like everyone else, the editor uses a CSG technology for building, and I wrote the CSG-to-Portal-database converter, as well as a few other elements of the Dark Engine's editor.
After
Quake came out, the engine was revamped to do Quake-style light-mapping, since this was clearly the wave of the future. (Jedi Knight got by without.) Other people at Looking Glass have managed to convince the Portal engine to make use of hardware acceleration, and I later refined the technology for System Shock 2 to allow colored lighting.
Mostly, though, I wish a game could have shipped with that technology a year or two earlier, and that's part of why I wasn't happy working for LookingGlass and quit in the middle of the project.
System Shock 2: I didn't do anything for SS2 beyond refining the engine as described above.
Thief II: I didn't really do anything for Thief II. I playtested it a little, and it used the rendering engine I had written for Thief and revamped for Shock 2.
Thief III: I was part of the engine team developing a next-generation engine for Thief III. After LGS shutdown, rights to Thief III went to Eidos, and eventually Ion Storm Austin, under Warren Spector, created a new Thief III, which was actually in some ways similar to the original one, since LGS's Thief III lead designer, Randy Smith, went to Ion Storm Austin and was the lead designer on that one, too. But it didn't share any code and it really was a ground-up redesign.
(
http://www.nothings.org/misc/bio.html)
And an interesting interview....
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http://www.gamegirladvance.com/archives/2002/12/09/indie_game_interviews_sean.html)