Difference between revisions of "John Anderson"

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(He is not listed in the game's credits, implying little of his efforts featured in the final game.)
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{{quote|quotation="Contracted for game and level design for 3D action game, BLOOD. I worked with the producer, programmer, and other level designers in building ideas for the implementation of this game. At the beginning, few graphics and game monsters had yet to be designed, and I was involved in nearly every aspect of the game’s look and special effects, which were then created to suite the level designers’ needs. My main designing tool was Apogee/3D Realm’s Build engine editor, which toggles between 2D Grid Map Mode and real-time 3D mode (for actual editing inside the level)."|attributedTo=[http://www.geocities.ws/likelystoriesus/drsleep.html Resume]}}
 
{{quote|quotation="Contracted for game and level design for 3D action game, BLOOD. I worked with the producer, programmer, and other level designers in building ideas for the implementation of this game. At the beginning, few graphics and game monsters had yet to be designed, and I was involved in nearly every aspect of the game’s look and special effects, which were then created to suite the level designers’ needs. My main designing tool was Apogee/3D Realm’s Build engine editor, which toggles between 2D Grid Map Mode and real-time 3D mode (for actual editing inside the level)."|attributedTo=[http://www.geocities.ws/likelystoriesus/drsleep.html Resume]}}
  
'''John W. Anderson''' (known as "Dr. Sleep"), born on November 7, 1956, is a game designer, level designer, and writer who briefly worked on ''[[Blood]]'' from August 1994 to August 1995 under [[Q Studios]].
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'''John W. Anderson''' (known as "Dr. Sleep"), born on November 7, 1956, is a game designer, level designer, and writer who briefly worked on ''[[Blood]]'' from August 1994 to August 1995 under [[Q Studios]]. He is not listed in the game's [[credits]], implying little of his efforts featured in the final game.
  
 
He is more broadly known for his original ''[[:wikipedia:Doom (1993 video game)|Doom]]'' (1993) custom maps such as the "[https://doomwiki.org/wiki/Inferno_(series) Inferno]" series inspired by the [[:wikipedia:Dante's Inferno|first act]] of [[:wikipedia:Dante Aligheri|Dante Aligheri]]'s ''[[:wikipedia:The Divine Comedy|The Divine Comedy]]'' (1320), some of which were featured in the ''[[:wikipedia:Master Levels for Doom II|Master Levels for Doom II]]'' (1995). He later worked on ''[[:wikipedia:Unreal (video game)|Unreal]]'' (1998) for [[:wikipedia:Epic Games|Epic Games]], ''[[:wikipedia:Kingpin: Life of Crime|Kingpin: Life of Crime]]'' (1999) for [[:wikipedia:Xatrix Entertainment|Xatrix Entertainment]], before working at [[:wikipedia:Ion Storm|Ion Storm]] on ''[[:wikipedia:John Romero's Daikatana|John Romero's Daikatana]]'' (2000).
 
He is more broadly known for his original ''[[:wikipedia:Doom (1993 video game)|Doom]]'' (1993) custom maps such as the "[https://doomwiki.org/wiki/Inferno_(series) Inferno]" series inspired by the [[:wikipedia:Dante's Inferno|first act]] of [[:wikipedia:Dante Aligheri|Dante Aligheri]]'s ''[[:wikipedia:The Divine Comedy|The Divine Comedy]]'' (1320), some of which were featured in the ''[[:wikipedia:Master Levels for Doom II|Master Levels for Doom II]]'' (1995). He later worked on ''[[:wikipedia:Unreal (video game)|Unreal]]'' (1998) for [[:wikipedia:Epic Games|Epic Games]], ''[[:wikipedia:Kingpin: Life of Crime|Kingpin: Life of Crime]]'' (1999) for [[:wikipedia:Xatrix Entertainment|Xatrix Entertainment]], before working at [[:wikipedia:Ion Storm|Ion Storm]] on ''[[:wikipedia:John Romero's Daikatana|John Romero's Daikatana]]'' (2000).

Revision as of 00:24, 20 July 2018

John Anderson

"Contracted for game and level design for 3D action game, BLOOD. I worked with the producer, programmer, and other level designers in building ideas for the implementation of this game. At the beginning, few graphics and game monsters had yet to be designed, and I was involved in nearly every aspect of the game’s look and special effects, which were then created to suite the level designers’ needs. My main designing tool was Apogee/3D Realm’s Build engine editor, which toggles between 2D Grid Map Mode and real-time 3D mode (for actual editing inside the level)."
--Resume

John W. Anderson (known as "Dr. Sleep"), born on November 7, 1956, is a game designer, level designer, and writer who briefly worked on Blood from August 1994 to August 1995 under Q Studios. He is not listed in the game's credits, implying little of his efforts featured in the final game.

He is more broadly known for his original Doom (1993) custom maps such as the "Inferno" series inspired by the first act of Dante Aligheri's The Divine Comedy (1320), some of which were featured in the Master Levels for Doom II (1995). He later worked on Unreal (1998) for Epic Games, Kingpin: Life of Crime (1999) for Xatrix Entertainment, before working at Ion Storm on John Romero's Daikatana (2000).

He has not been active in the Doom community since 2004, but was confirmed as alive and well by a user in 2017.

External Links