Matt Saettler and NAM / WWIIGI -  v?old  Release 1  © RTCM Corvin
Mod: NAM and WWIIGI
Web Site: Matt Saettler
Interview

 

A PARTIAL Interview with Matt Saettler

Matt Saettler - Worked on the BUILD Games  Blood, NAM, WWIIGI and EDuke. He supervised development and did programming in these games.
Corvin (RTCM) - leading the interview.

RTCM: How and why did you get involved with the NAM and WWIIGI games?
Matt: I was working at Monolith at the time. We had just completed Blood and I was very familiar with the Build engine interface (remember, nobody had source at that time). The publisher for Blood was GT Interactive. I also worked with 3D Realms as they were the original publisher of Blood and then with them through acquiring the rights for Monolith.

GT wanted to do other, cheap, games and using the build engine seemed like a natural way to get games out quickly. In addition, there were teams of Mods who were familiar with Duke and willing to work cheaply compared to 'normal' development teams.

So GT acquired the permission from 3D Realms for the Duke source and talked to Monolith about doing the work. There were few people left at Monolith who worked on the Blood source in the first place, and I was really the only one available to do the work.

First there was Nam (or Napalm in WalMart stores). This was followed by WW2GI. We wanted to do something to make them more than just 'Duke' mods. This meant adding things to CON that could not be done in Duke.

And that's how I started the CON enhancements.

RTCM: How where the enhancements requested or suggested?
Matt: I was not familiar with CON language, so I first read the guides on it. After I got a grasp of the design of the language syntax and what some of the guide writers said they wanted, I had some proposals.

My main goal was to stay within the existing CON language syntax with all additions. Mostly because this is the syntax that the users of the language are used to; and also because that syntax is how the language parser is designed.

The team working on Nam Con and art had some input as to what things they wanted to be able to do in CON.
{EDITIOR NOTES: The NAM enhancements where all hardcoded, the CON additions didn't show up until WWIIGI}

I designed and implemented language changes to accommodate most of their requests. Sometimes, an implentation would provide opportunity to implement a suite of features in a common area where just one of those features had been specifically needed to fulfill the request.

Some things that we would have liked to have done would be just too much work on both sides to implement in the time-frame given. For example, weapons under CON control. There is a lot of changes necessary in the source code, as well as forcing the Nam team to learn a whole new way of making weapon code and art.

RTCM: What type of changes where made to NAM? There doesn't seem to be any new CON additions.
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RTCM: You worked at Microsoft once upon a time, Why did you leave them?
Matt: I had been there 9 years and my options were fully vested. In addition, MSFT had gone through many changes in that time; and most not making for a 'fun' work environment
RTCM: Your work with Blood at Monolith is well known, Why did you leave them?
Matt: A couple of reasons. I was at the top position that I thought I could get at monolith. The game cycle is very tiring in many ways, and I don't just mean long hours; just getting a game publisher takes lots of work. I wanted a job where I could ship products more often, and have them in stores where my mom could go see them.
RTCM: Do you have any other game experiance beside BUILD related? Such as programming, managing or design?
Matt: Yes, I have lots.

From my resume:

Responsible for Development budget, delivery and quality of game.

Septerra Core  – Producer

Publisher: Monolith Productions

Odium – Producer

Publisher: Monolith Productions

Rage of Mages 2 ) – Producer

Publisher: Monolith Productions

 

Responsible for establishing feature priorities and schedules and communicating those to Marketing

LithTech ) – Project Manager

Publisher: Monolith Productions

For a complete list of Matts work see his resume at http://www.saettler.com/matts/mattsaettler.htm

RTCM: Do you have any other skills in game design such as level building?
Matt: Level design at a macro level. But detaild 3d layout building, no.
RTCM: What are you upto these days?
Matt: I am not employed at the moment. I've been working on getting our house ready to sell, working on our art community projects (http://www.saettler.com/artspawn) and my own audio projects (recording and live sound engineering).
RTCM: Do you play anything besides Dark Ages of Camelot?
Matt: Had played EnB for quite a while. Stopped because game stayed the same. Will very likely be playing WoW when it's out (or if I get into Beta).