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Topic: Tim Willits


  
  Encyclopedia: Tim Willits
Tim Willits is the lead designer at the game developer id Software.
Currently Tim Willits is acting as the id Software supervisor to Raven Software on the project Quake 4, and is currently working on a brand new IP at id. Raven Software is a computer game software developer based in Madison, Wisconsin.
Tim is a graduate of the University of Minnesota and a former member of the University of Minnesota Army ROTC program.
www.nationmaster.com /encyclopedia/Tim-Willits   (410 words)

  
 Fashion Newsrat: Your Source for Fashion News on Willits   (Site not responding. Last check: 2007-10-18)
Wenban dies in condominium fire Mar 4, 2004 Wenban is survived by a sister, Marie Wenban of Willits, Calif., a daughter, Jaclyn Wenban-Mast of Libertyville, and a son, Christopher.
Belt bowlers set pace in city tourney Jan 13, 2004 Gary Willits also had a big weekend and is leading the B Division singles with a 790 and is also the scratch and handicap leader in all events.
Two arrested in Garberville, linked to Willits shooting Dec 13, 2003...were arrested at their home Thursday after they were identified as suspects in a shooting during what appeared to be a robbery earlier in the day in Willits.
newsrat.com /fashion/designers/Willits.html   (10342 words)

  
 GameSpy.com - Article
We had a chance to sit with id CEO Todd Hollenshead and lead designer Tim Willits to talk about how fans are reacting to the game's multiplayer, how things are progressing with DOOM 3 and Quake IV, and what id Software might be setting their sights on in the future.
Tim Willits: I'm the lead designer and sort of like a project director on the game, but [id programmer] Robert Duffy helps me a lot with multiplayer.
Tim Willits: John [Carmack] was able to implement the basic networking a few months ago, and the last couple of months we've been focusing on it.
www.gamespy.com /quakecon2003/willitshollenshead   (565 words)

  
 CVG - News   (Site not responding. Last check: 2007-10-18)
Tim Willits: Towards the end of Doom 3 you discovered the remains of an ancient civilization.
Tim Willits: No. We felt that within the areas you use the Enviro-Suit it would be more fun to have a constant light and be able to use all your weapons unhindered.
Tim Willits: I have a pre-order box in my hand here, but until we have a date we tend not to speak about it.
www.computerandvideogames.com /news/news_story.php?id=114069   (2394 words)

  
 PlanetQuake3.net: The Essential Tool For Quake 3: Arena   (Site not responding. Last check: 2007-10-18)
Tim Willits: The editor that we use for Doom 3 is the next generation from the Quake 3 editor.
Tim Willits: Because of the unified lighting engine all objects, regardless of where they are made (brushes and models), look identical in the game.
Tim Willits: Yes, most of the game logic is outside the main executable, this gives us great flexibility in changing basic game parameters between single and multiplayer.
www.planetquake3.net /modules.php?op=modload&name=Features&file=timwillitsinterview   (1287 words)

  
 GameSpy.com - Article
While in Texas for QuakeCon 2002, we had a chance to spend some time with id Software's Tim Willits (lead designer on DOOM 3) and animator Fred Nilsson, and talked a little about DOOM 3, their much talked-about new game engine and Quake 4.
Tim Willits: It's very early in the planning and development stages of multiplayer, but we know that it is going to be scaleable.
Tim Willits: That is actually more difficult to change.
www.gamespy.com /articles/august02/quakecon2002/id   (559 words)

  
 Gamasutra - Features "Secrets of the Sages: Level Design" [07.23.99]
Of the utmost importance in Willits' opinion is focus and continuity of the task.
As a side note, Willits reminds level designers that there must be one person who focuses on the entire design process, to ensure that levels don't stray too far from their original goal.
Willits says if the level is not symmetrical there should be a balanced strategy that needs to be employed by each individual team.
gamasutra.com /features/19990723/levdesign_chapter_02.htm   (2594 words)

  
 Print Article: QuakeCon 2002 Postmortem - www.firingsquad.com
The first thing Tim did in the level (the same dim mars base from the E3 demo) was spawn a fat zombie in between two light sources.
Tim: You're not the only guy in the universe, but they'll be talking to you, you won't be holding conversations with them.
Tim: We have items that the player is required to get, but our focus is really on telling a great story, have great weapons, great monsters, etc. Playing with gadgets is not our focus.
www.firingsquad.com /print_article.asp?current_section=Features&fs_article_id=1090   (4481 words)

  
 News articles for Willits, California   (Site not responding. Last check: 2007-10-18)
Martha Willits, president of United Way of Central Iowa, said she hopes that by January the program will be up and running in Polk County.
Willits' interests were also considered in the discussions, as Mayor Karen Oslund and council member Bruce Burton were on the panel that rated the potential...
The first points of the game were scored by John Willits in the first quarter, as he bulldozed his way through the interior line for the 6-yard touchdown run.
linkmorgue.org /united_states/full/California/Willits.html   (1943 words)

  
 5 Years of Doom
Tim Willits has what many would consider to be the Dream Job.
Willits' work was included in both The Ultimate Doom's Episode 4, as well as the Doom 2 add-on The Master Levels.
Willits: Actually, I didn't have a computer when Wolfenstein came out so I never really got into that, but when Doom came out I downloaded it off of a BBS and I really had no idea what it was until I had played it for the first time.
5years.doomworld.com /interviews/timwillits   (844 words)

  
 IGN: E3 2005: QUAKE 4 Interview with Tim Willits, #2
Tim Willits: We also have the hover tank and we also have some others that you not so much drive but you ride.
Tim Willits: We did look at that control interface like in Halo where you pull back when you drive, but we wanted to keep the game very first-person.
Tim Willits: There are new ones from single-player, but there are one we just have to bring back by popular demand.
xbox360.ign.com /articles/613/613164p2.html   (836 words)

  
 PC: id Software talks DOOM 3 and beyond   (Site not responding. Last check: 2007-10-18)
Tim Willits, Todd Hollenshead and Marty Stratton talk about their highly anticipated return to Mars and what's next on the horizon.
Tim Willits: We code released about 45 minutes before Todd (Hollenshead) told the rest of the world.
Tim Willits: We'll actually be releasing some official benchmarks and some official analysis of hardware -- it may actually come out before this article.
lmlinux.com /slashmirror/mirrors/aHR0cDovL3NsYXNoZG90Lm9yZy9hcnRpY2xlLnBsP3NpZD0wNC8wNy8yMi8yMzEyMjM5/pc.gamespy.com/pc/doom-3/532605p1.html   (606 words)

  
 Xbox.com :: E3 2004: Press Briefing Recap   (Site not responding. Last check: 2007-10-18)
Tim Willits dropped his tongue-in-cheek first idea for a rule (“If it isn’t an FPS, it’s no fun.”) in favor of this more broad-minded entry.
Tim Willits agreed and pointed to the following statistic: only 15 percent of gamers finish any given game.
After much sound and fury, Willits was able to clarify his message, saying that technological innovation was a tool for designers, who should make use of every tool they can get their hands on.
www.xbox.com /en-US/e32004/rulesformakinggreatgames.htm   (1066 words)

  
 BigPond Chat - Transcripts
Willits the flamethrower was a medium range weapon which wasn't effective, as people could back off and hit you with any other weapon in the game.
Willits for 1-on-1 q3tourney6, and for teamplay q3dm14, and for ffa q3dm9, and for ctf q3ctf4
Willits yes, we're looking at improving the scoreboard for CTF *and* FFA, but don't ask for a date when that'll be done.
www.bigpond.com /chat/transcripts/idSoftware.asp   (3007 words)

  
 Doom III Q&A - PC News at GameSpot   (Site not responding. Last check: 2007-10-18)
This exclusive new screenshot shows a zombie worker who has done away with a few scientists in a Delta Labs medical research lab.
Tim Willits: Doom III will truly change what people expect from a video game experience.
Every piece of technology, from the rendering system to the six-channel surround sound and the realistic physics, is coupled with incredible art and design to create a world that is hyperrealistic and more interactive than ever.
www.gamespot.com /pc/action/doom3/preview_6026019.html   (1168 words)

  
 USATODAY.com - 'Doom' returns in all its gory   (Site not responding. Last check: 2007-10-18)
Willits is the lead designer of Doom III, the most anticipated computer "shooter" in years.
This time around, Willits says, Doom III offers not just action, but "a lot of back story" as well.
Working on Doom III is a dream job for Willits and Scott, who were fascinated by the original.
www.usatoday.com /tech/news/2003-05-12-doom_x.htm   (1532 words)

  
 GameSpy: A Chat With id Software - Part III
Tim Willits: Of course, we have to learn what it does and what it's capable of doing.
Tim Willits: Yeah, there will be distinct sections because we can't fit it all in memory.
Tim Willits: I think the best thing we have going on this project is the talent that we have on the team.
pc.gamespy.com /pc/doom-3/528516p3.html   (759 words)

  
 IGN: E3 2005: QUAKE 4 Interview with Tim Willits, #2
Tim Willits: Looking at our fans, and looking at people that play games, we see that gamers have matured and games have matured.
Tim Willits: As you saw in the presentation, we try to vary up the environments.
Tim Willits: One of the great things about working with Raven is they bring to the table years of experience that they've kind of cut their teeth on with other titles.
xbox360.ign.com /articles/613/613164p1.html   (960 words)

  
 fuzzy's logic   (Site not responding. Last check: 2007-10-18)
There's an interview with Tim Willits & Todd Hollenshead.
Tim Willits: We've actually improved the multiplayer front end, making it similar to popular RTS games like Battle.net, etc. We'll have that community tie-in, so you'll connect in and then you can get your groups together and you can chat, and once everyone's happy with how the game's set, you can launch it.
Willits reacted to a question during the QuakeCon keynote speach in a way that really makes me happy:
www.fuzzyslogic.com /archives/005006.php   (821 words)

  
 Rap Sheet - Person : Tim Willits
Tim Willits was credited on a game as early as 1995 and as recently as 2005.
Tim Willits has been credited with the roles Design, Support and Production.
Tim Willits has been credited on games developed by the following companies: id Software, Inc., Xatrix Entertainment, Inc., Rogue Entertainment, Bullfrog Productions, Ltd., Stalker Entertainment, Midway Games, David A. Palmer Productions, Hipnotic Interactive and Nerve Software.
www.mobygames.com /developer/sheet/view/developerId,1066   (220 words)

  
 Voodoo Extreme: A Chat With id's Tim Willits   (Site not responding. Last check: 2007-10-18)
Despite the lengthy development time, the same game design for Doom III hasn't changed, according to Willits, changing the fast action of the previous Doom games for a slower but scarier approach.
When asked how interactive Doom III will be aside from the stuff with the new physics engine, Willits said, "There is equipment that you have to use to move other equipment.
There are NPCs that you have to talk to and work with," Willits wouldn't comment further at this time on how much NPCs in the game would work with the player.
ve3d.ign.com /articles/434/434100p1.html   (163 words)

  
 3DActionPlanet - A Member of The GameSpy Network
In part III of our series, we talk to three more FPS developers: Tim Willits of id Software, the company that started the genre, Dave Georgeson of Dynamix, and Rich Carlson of Rogue Entertainment in order to get a glimpse into the future of one of our favorite gaming genres.
Tim Willits was the lead level designer on Quake II and is now the lead designer on the next DOOM title.
Willits: What you do with the basic FPS design is done; I don't think there's going to be a new paradigm.
www.3dactionplanet.com /features/articles/fpsdesign3   (576 words)

  
 News - Id Software promotes veterans // PC /// Eurogamer
Generally media shy DOOM developer Id Software has made co-owners out of CEO Todd Hollenshead and lead designer Tim Willits, granting them ownership shares alongside the long-standing team of John Carmack, Adrian Carmack and Kevin Cloud.
Hollenshead, id's "obligatory businessman", joined the developer in 1996, while Willits joined a year earlier and has worked on the three Quake games as lead level designer.
Willits is currently lead designer on DOOM III, which is due out via publisher Activision sometime this year.
www.eurogamer.net /article.php?article_id=54185   (143 words)

  
 VE3D Boards - Quake 4 Interview
PC.IGN wrangled together an interview with id's Tim Willits about Raven Software's Quake 4, which has been in the making for almost four years now.
Tim Willits: Doom 3 was much more of a solitary experience where you were alone, whereas Quake 4 is much more of a war experience with buddies and additional forces around you.
Tim Willits: There have been a couple of changes here and there to accommodate some of the game features, but for the most part, the game engine itself is largely the same.
ve3dboards.ign.com /message.asp?topic=19457088   (658 words)

  
 MacGamer - Get In The Game   (Site not responding. Last check: 2007-10-18)
The bonanza of Doom III info that came from QuakeCon 2002 is still spilling onto the web, as you can see at GameSpy today where they've interviewed id software's Tim Willits and Fred Nilsson about Doom III and their roles in its gestation.
The hyper-realistic shooter from the company known for pushing the boundaries of game technology caught everyone's eye when it was first shown at Macworld Tokyo last year.
Tim Willits: There are a number of different ways we can go on that subject.
www.macgamer.com /news/item.php?id=5736   (283 words)

  
 AOL Games: Doom 3   (Site not responding. Last check: 2007-10-18)
TH: I'm a skeptic about almost everything, and I was sort of skeptical at first about the impact of the six-channel surround sound.
But Tim came in and put speakers behind the computer I was testing on, and it really is an amazing difference in terms of how tense it feels when you're playing through the game.
We had a bit of office antics where people would sneak into one another's offices to try to scare the s*** out of one another when we were playing the game.
videogames.aol.com /game_previews.adp?articleID=247977&gameID=543   (1203 words)

  
 Doom 3: Tim Willits Video Interview - Xbox
This week we flew out to San Francisco to spend some quality time playing Doom 3 while id Software was on hand to dish out the facts about the Xbox version of the game.
We took the opportunity to corner id Software Lead Designer Tim Willits for an interview on camera as he answered our questions about Doom 3 and also shed some light on some of the rumors surrounding future id Software projects...
Take a look at the interview below, the video clip is a little over 30 megs in size so you might want to right click and save as once you get to the video page instead of streaming it if you have a slower connection.
interviews.teamxbox.com /xbox/1058/Doom-3-Tim-Willits-Video-Interview/p1   (255 words)

  
 MacGamer - Get In The Game   (Site not responding. Last check: 2007-10-18)
The interview covers what drove Willits to become a game designer, his working relationship with id's founder, John Carmack, and how the game's development is progressing.
Willits indicates the core development is done, and they've completed several maps and added new monsters.
The great thing that Doom has is the 5 in 1 sound support, the physics engine, the unified light system where we get more textures, polygons, more colors now, and great visual fidelity.
www.macgamer.com /news/item.php?id=6003   (303 words)

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