I wonder how did you manage to cooperate so well with the other developers at 3drealms when you were half the time away from Texas.Also was it difficult to agree with 3drealms to hire you work for them with so loosely employment restrictions?
Awesoken at
Re: Communication with the other Duke Nukem 3d developers?
I signed with Apogee Software in August 1993, when the only FPS games were Wolfenstein 3D, Ken's Labyrinth and Blake Stone. Id Software was working on Doom, but they weren't ready to license the engine. I was 17 years old and about the enter college. Apogee was impressed with my demos, and they decided to roll the dice with me. They knew they would have to make some concessions on the contract to get it past my parents.
As far as cooperation goes, there are pros and cons to working in-house versus working off-site. When I was there, I would work mostly on small things, as there always seemed to be an immediate issue that superseded whatever I was working on. Typical examples included network bugs, graphics artifacts, or small feature requests. At home, I felt more at ease to work on multi-day experiments. Yes, the teams were always happier when I was around, but that was out of their control. Let's put it this way: If I didn't spend the time I did away from them, things like slopes, client-side prediction, and voxels may never have happened.