![]() ![]() Kushner seems to have done a thorough job with his research and interviews, and the result is a very honest account of how things were during the last cowboy days of the videogame industry, when a handful of basement coders and artists with no real professional experience could still create a technologically-impressive smash hit game. The politics, ego battles, and emotional burnout that inevitably come with fame, high expectations, and endless project crunch. ![]() The huge rush of making a game that connects with fans. Being an eager 20-something for whom coding and life were the same thing. Getting in touch with the hacker and homebrew community via BBS’s (the real predecessor to the web). Learning to program on the Apple II and IBM PC. Much in this book speaks to my personal experience. While I wasn’t at Id Software or any of its spin-offs, I was part of the videogame industry from the late 1990s to the mid-2000s, working at one small company that created a blockbuster hit, as well as several studios that didn’t make it. ![]()
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