Laurie: At high school I played around making mods for Quake, including an unfinished adventure game called Lunatec (which used to be up on reocities. What did you work on before and leading up to Spirit of Half-Life (SoHL)? I got "The Usborne Book of BASIC" for my birthday when I was about 8 or 9, and basically never looked back. Laurie: I've loved games and wanted to make them since I was very small. * I tend to get obsessed with assorted things - I have a very eclectic blog: When did you start noticing an interest in programming? We write FAQs, and when new cards with weird abilities get added to the game, we figure out how they should interact with all the other weird stuff in the game. * I'm on the rules team for Magic the Gathering. * I'm interested in languages and language design - for example, I made a programming language called Swym: (.) At Stainless Games, my current employer, I'm an AI programmer working on Magic Duels. * I've been a professional game programmer for about 12 years, working at places such as Rare Limited, Relic Entertainment. Tell us a little bit about yourself - give us the Laurie Cheers elevator pitch! I proudly present the man who added an extra layer of fun to Half-Life modding, making Halfquake Sunrise possible: Laurie Cheers. When Spirit of Half-Life came along, it added features such as "move_with", and thus buttons were no longer doomed to dance alone. If you wanted a button that was physically inside an elevator, you'd have to use a bunch of tricks to get that done and even then it probably was an optical illusion to trick the player into believing that there was a button. Laurie Cheers - Programmer, Creator of Spirit of Half-Life Interview by muddasheep, December 15th 2015, 18:44:34īack in the day, creating maps and mods for Half-Life used to be so dire.
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