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Michael Abrash on Quake: "Finish the product and you’ll be a hero."

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Re: Michael Abrash on Quake: "Finish the product and you’ll be a hero."

#101
Fun to read the comments. Thanks to the people who said nice things. My daughter is 25 now, btw :)

YMMV, but I've never done anything worthwhile without going through a difficult period near the end. It's just the nature of the beast, and it was as true on Windows NT as on Quake.

I never said anything about death marches, or at least I don't think I did. I worked hard and steadily throughout Quake, and John worked incredibly hard and steadily always, but that didn't change significantly toward the end. It's just more difficult at the end, because fixing bugs and improving performance and putting in less interesting features (like menus) isn't as much fun as experimenting with new renderers, because there's pressure to get it exactly right, and because you've just seen too much of the same game for too long. It's not hellish or life-destroying, it's just hard. I know some very talented people who just aren't willing to push themselves through it, and that's their right, but they also don't get finished projects out the door, and in the end, that's what it's all about.

As for companies that routinely put their people through death marches - I have nothing good to say about that. John and I volunteered to do what it took to ship Quake. It makes a huge difference when it's internally motivated rather than demanded by management.

Re: Michael Abrash on Quake: "Finish the product and you’ll be a hero."

#102
post #35
post #18

Earlier quoted context omitted.

Exciting as it was, we hit the same rough patches toward the end as any other software project. I am quite serious when I say that a month before shipping, we were sick to death of working on Quake. Finishing projects should not require this and anyone who tells you different is your enemy. I mean that.

In the past I would agree with you but nowadays I've come to the opposite conclusion. Shipping crappy, trivial, mundane, or even good software shouldn't require this. But shipping something that is timeless is absolutely mentally, physically, and emotionally draining. I think around eleven men died building the Sydney Harbor Bridge. I'm sure many men will die in the next few decades as we start to commercially explor…

Extremely difficult technologies can be developed safely and correctly. The key example is the US Nuclear Naval Reactor Program.

No accidents. No injuries. No deaths. Thousands of years of reactor-time.

Re: Michael Abrash on Quake: "Finish the product and you’ll be a hero."

#103
post #101

Fun to read the comments. Thanks to the people who said nice things. My daughter is 25 now, btw :) YMMV, but I've never done anything worthwhile without going through a difficult period near the end. It's just the nature of the beast, and it was as true on Windows NT as on Quake. I never said anything about death marches, or at least I don't think I did. I worked hard and steadily throughout Quake, and John worked in…

Um, holy shit!

Part of the reason I'm a programmer today is I read Zen of Graphics Programming when I was 16 and I just had to get my own bsp tree algorithm working. Thank you.

Re: Michael Abrash on Quake: "Finish the product and you’ll be a hero."

#104
post #101

Fun to read the comments. Thanks to the people who said nice things. My daughter is 25 now, btw :) YMMV, but I've never done anything worthwhile without going through a difficult period near the end. It's just the nature of the beast, and it was as true on Windows NT as on Quake. I never said anything about death marches, or at least I don't think I did. I worked hard and steadily throughout Quake, and John worked in…

Thanks for this and all your writing - the Zen of Code Optimization was a hugely inspirational book for me when I was younger, and is one of the main reasons I'm a programmer (even if it has instilled a slight paranoia about performance in everything I do).

I'd love to see more writing from you!

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