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	<title>Rafael Paiz Interview - Revision history</title>
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	<updated>2026-04-21T06:54:10Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://wiki.kingpin.info/index.php?title=Rafael_Paiz_Interview&amp;diff=377&amp;oldid=prev</id>
		<title>FREDZ at 01:28, 18 February 2025</title>
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		<updated>2025-02-18T01:28:36Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 01:28, 18 February 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;__FORCETOC__&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;__FORCETOC__&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===11 March 2004===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===11 March 2004===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;p&amp;gt;&amp;lt;span&amp;gt;&amp;lt;span&amp;gt;[[image file=&quot;interviews/Rafael_Paiz.jpg&quot; title=&quot;Rafael Paiz&amp;lt;span&amp;gt;&amp;lt;span&amp;gt;&amp;lt;span&amp;gt;&amp;lt;span&amp;gt;&quot;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; align=&quot;inline&quot; &amp;lt;span&amp;gt;&amp;lt;span&amp;gt;&amp;lt;/span&amp;gt; &amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;11 March 2004 &lt;/del&gt;on www.gamedesign.net&amp;lt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;br /&lt;/del&gt;&amp;gt;A = [&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;https://www.imdb.com/name/nm0656990/ &lt;/del&gt;Rafael Paiz] (Lead Programmer)&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; &lt;/ins&gt;on www.gamedesign.net&amp;lt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;p&lt;/ins&gt;&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A = [&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[&lt;/ins&gt;Rafael Paiz&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]&lt;/ins&gt;] (Lead Programmer)&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q = &amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Yan Ostretsov&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; aka &amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Method&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q = &amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Yan Ostretsov&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; aka &amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Method&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;p&amp;gt;Q: Please tell us about yourself and how you got into gaming business?&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;A&amp;lt;strong&amp;gt;:&amp;lt;/strong&amp;gt; My gaming career started in the early 90&amp;amp;rsquo;s when I was in Miami I worked for a company called Capstone that later became Intracorp. During the time I was there I made several games Corridor 7, Operation Body Count, Witchaven to name a few.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; &amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: Did you enjoy working on &amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Kingpin&amp;lt;/span&amp;gt;:Life of Crime?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;A: Working at Xatrix was the best time I ever had making games, there was just a special kind of magic while I was there. The entire team was very dedicated and we were able to create several great games.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; &amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: How different was working on &amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Kingpin&amp;lt;/span&amp;gt; from other games you made?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;A: Working on Kingpin was fairly similar to other games I had made, the major difference in Kingpin was that in the area of AI as enemies were no longer mindless chunks of meat but bad ass MOFO&amp;amp;rsquo;s.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: What was the best part of working on KP?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;A: Well naturally the best part about working on Kingpin was that we used the Quake II engine. This helped simplify the amount of technology I had to create allowing most of my time to be devoted to content creation.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt; Q:Was there any specific story you followed in Kingpin?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;A: There were several stories that we used to get cool material and ideas, however for the most part we wanted from the beginning to make a game where the player could play as a bad guy.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; &amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: Do you still play Kingpin?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; A: Not too often however I&amp;amp;rsquo;m glad to see that the user community is still playing and that the tools we released are being used to come out with some very cool mods.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; &amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: Do you have any tips or suggestions for a future game designers?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; A: Yes I do! For God&amp;amp;rsquo;s sake get away from the computer for a couple of hours and get some Sun :)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; &amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: Would you like to add something else?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; A: I would like to thank everyone that signed the petition to make a sequel for Kingpin. It&amp;amp;rsquo;s things like that that make the long difficult hours working on a project like Kingpin worth it. Thanks everyone.&amp;lt;/p&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;p&amp;gt;Q: Please tell us about yourself and how you got into gaming business?&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;A&amp;lt;strong&amp;gt;:&amp;lt;/strong&amp;gt; My gaming career started in the early 90&amp;amp;rsquo;s when I was in Miami I worked for a company called Capstone that later became Intracorp. During the time I was there I made several games Corridor 7, Operation Body Count, Witchaven to name a few.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; &amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: Did you enjoy working on &amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Kingpin&amp;lt;/span&amp;gt;:Life of Crime?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;A: Working at Xatrix was the best time I ever had making games, there was just a special kind of magic while I was there. The entire team was very dedicated and we were able to create several great games.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; &amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: How different was working on &amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Kingpin&amp;lt;/span&amp;gt; from other games you made?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;A: Working on Kingpin was fairly similar to other games I had made, the major difference in Kingpin was that in the area of AI as enemies were no longer mindless chunks of meat but bad ass MOFO&amp;amp;rsquo;s.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: What was the best part of working on KP?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;A: Well naturally the best part about working on Kingpin was that we used the Quake II engine. This helped simplify the amount of technology I had to create allowing most of my time to be devoted to content creation.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt; Q:Was there any specific story you followed in Kingpin?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;A: There were several stories that we used to get cool material and ideas, however for the most part we wanted from the beginning to make a game where the player could play as a bad guy.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; &amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: Do you still play Kingpin?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; A: Not too often however I&amp;amp;rsquo;m glad to see that the user community is still playing and that the tools we released are being used to come out with some very cool mods.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; &amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: Do you have any tips or suggestions for a future game designers?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; A: Yes I do! For God&amp;amp;rsquo;s sake get away from the computer for a couple of hours and get some Sun :)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; &amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: Would you like to add something else?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; A: I would like to thank everyone that signed the petition to make a sequel for Kingpin. It&amp;amp;rsquo;s things like that that make the long difficult hours working on a project like Kingpin worth it. Thanks everyone.&amp;lt;/p&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;hr style=&amp;quot;height: 2px; border-width: 0; background-color: #e7c258;&amp;quot; /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;hr style=&amp;quot;height: 2px; border-width: 0; background-color: #e7c258;&amp;quot; /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===January 2019===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===January 2019===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;p&amp;gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;on Kingpin.info&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;January 2019 &lt;/del&gt;on Kingpin.info&amp;lt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;br /&lt;/del&gt;&amp;gt;A = [&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;https://www.imdb.com/name/nm0656990/ &lt;/del&gt;Rafael Paiz] (Lead Programmer)&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;p&lt;/ins&gt;&amp;gt;A = [&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[&lt;/ins&gt;Rafael Paiz&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]&lt;/ins&gt;] (Lead Programmer)&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q = Questions from the Community&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q = Questions from the Community&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;p&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;1. What inspired you to get into video game development in the first place?&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;p&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;1. What inspired you to get into video game development in the first place?&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Rafael_Paiz_Interview&amp;diff=341&amp;oldid=prev</id>
		<title>FREDZ: Created page with &quot;__FORCETOC__ ===11 March 2004=== &lt;p&gt;&lt;span&gt;&lt;span&gt;image file=&quot;interviews/Rafael_Paiz.jpg&quot; title=&quot;Rafael Paiz&lt;span&gt;&lt;span&gt;&lt;span&gt;&lt;span&gt;&quot;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt; align=&quot;inline&quot; &lt;span&gt;&lt;span&gt;&lt;/span&gt; &lt;/span&gt;&lt;/span&gt;&lt;br /&gt;11 March 2004 on www.gamedesign.net&lt;br /&gt;A = [https://www.imdb.com/name/nm0656990/ Rafael Paiz] (Lead Programmer)&lt;/span&gt;&lt;br /&gt; &lt;span style=&quot;color: #ff0000;&quot;&gt;Q = &lt;span style=&quot;color: #ff0000;&quot;&gt;&lt;span style=&quot;color: #ff0000;&quot;&gt;Yan Ostretsov&lt;/span&gt;&lt;/span&gt; aka &lt;sp...&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Rafael_Paiz_Interview&amp;diff=341&amp;oldid=prev"/>
		<updated>2025-02-17T00:58:32Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;__FORCETOC__ ===11 March 2004=== &amp;lt;p&amp;gt;&amp;lt;span&amp;gt;&amp;lt;span&amp;gt;[[image file=&amp;quot;interviews/Rafael_Paiz.jpg&amp;quot; title=&amp;quot;Rafael Paiz&amp;lt;span&amp;gt;&amp;lt;span&amp;gt;&amp;lt;span&amp;gt;&amp;lt;span&amp;gt;&amp;quot;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; align=&amp;quot;inline&amp;quot; &amp;lt;span&amp;gt;&amp;lt;span&amp;gt;&amp;lt;/span&amp;gt; &amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;11 March 2004 on www.gamedesign.net&amp;lt;br /&amp;gt;A = [https://www.imdb.com/name/nm0656990/ Rafael Paiz] (Lead Programmer)&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt; &amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q = &amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Yan Ostretsov&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; aka &amp;lt;sp...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;__FORCETOC__&lt;br /&gt;
===11 March 2004===&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span&amp;gt;&amp;lt;span&amp;gt;[[image file=&amp;quot;interviews/Rafael_Paiz.jpg&amp;quot; title=&amp;quot;Rafael Paiz&amp;lt;span&amp;gt;&amp;lt;span&amp;gt;&amp;lt;span&amp;gt;&amp;lt;span&amp;gt;&amp;quot;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; align=&amp;quot;inline&amp;quot; &amp;lt;span&amp;gt;&amp;lt;span&amp;gt;&amp;lt;/span&amp;gt; &amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;11 March 2004 on www.gamedesign.net&amp;lt;br /&amp;gt;A = [https://www.imdb.com/name/nm0656990/ Rafael Paiz] (Lead Programmer)&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q = &amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Yan Ostretsov&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; aka &amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Method&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Q: Please tell us about yourself and how you got into gaming business?&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;A&amp;lt;strong&amp;gt;:&amp;lt;/strong&amp;gt; My gaming career started in the early 90&amp;amp;rsquo;s when I was in Miami I worked for a company called Capstone that later became Intracorp. During the time I was there I made several games Corridor 7, Operation Body Count, Witchaven to name a few.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; &amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: Did you enjoy working on &amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Kingpin&amp;lt;/span&amp;gt;:Life of Crime?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;A: Working at Xatrix was the best time I ever had making games, there was just a special kind of magic while I was there. The entire team was very dedicated and we were able to create several great games.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; &amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: How different was working on &amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Kingpin&amp;lt;/span&amp;gt; from other games you made?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;A: Working on Kingpin was fairly similar to other games I had made, the major difference in Kingpin was that in the area of AI as enemies were no longer mindless chunks of meat but bad ass MOFO&amp;amp;rsquo;s.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: What was the best part of working on KP?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;A: Well naturally the best part about working on Kingpin was that we used the Quake II engine. This helped simplify the amount of technology I had to create allowing most of my time to be devoted to content creation.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt; Q:Was there any specific story you followed in Kingpin?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;A: There were several stories that we used to get cool material and ideas, however for the most part we wanted from the beginning to make a game where the player could play as a bad guy.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; &amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: Do you still play Kingpin?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; A: Not too often however I&amp;amp;rsquo;m glad to see that the user community is still playing and that the tools we released are being used to come out with some very cool mods.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; &amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: Do you have any tips or suggestions for a future game designers?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; A: Yes I do! For God&amp;amp;rsquo;s sake get away from the computer for a couple of hours and get some Sun :)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; &amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: Would you like to add something else?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; A: I would like to thank everyone that signed the petition to make a sequel for Kingpin. It&amp;amp;rsquo;s things like that that make the long difficult hours working on a project like Kingpin worth it. Thanks everyone.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr style=&amp;quot;height: 2px; border-width: 0; background-color: #e7c258;&amp;quot; /&amp;gt;&lt;br /&gt;
===January 2019===&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
January 2019 on Kingpin.info&amp;lt;br /&amp;gt;A = [https://www.imdb.com/name/nm0656990/ Rafael Paiz] (Lead Programmer)&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q = Questions from the Community&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;1. What inspired you to get into video game development in the first place?&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;After I purchased my first computer an Apple II+ I realized that all the games that I was playing were really not that difficult to make, so I made a couple simple games with a generic game development kit that a friend gave me and the rest is history.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;2. Do you know of there were any assets that survived that were not used in the final game (such as maps, fragments of maps, skins, models, etc.)? &amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;I think that we used all of them but I am not 100% sure. Maxx would be better able to answer that.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Anything that is available would be interesting for some people.&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Maxx may have some concept art that nobody has ever seen, you should ask him. I have some art pieces but I had them printed and framed.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;3. What elements were cut from the game? Like levels, weapons, etc. Was there anything they wanted to do with the game but couldn&amp;#039;t?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;This is a sad subject for me because we didn&amp;amp;rsquo;t have enough budget to see this to the very end, however we were able to use what we had to come up with a nice ending while leaving room for a sequel that we could never accomplish, since we got purchased by Activision and Interplay was the owner of Kingpin.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;4. Do you have any idea what happened to the Kingpin source code? If you don&amp;#039;t know is there anyone you think that might know? Why was it never released?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;The code was never released and as far as I know it belongs to Interplay.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;5. Can you elaborate on any ideas or future plans you had for Kingpin during development like expansion packs, maps, etc. (Since it ends on a semi cliffhanger with the Kingpin&amp;#039;s right hand leaving in the helicopter).&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;There are no plans as far as I know. Yan made a mod with some levels and a boss character with some additional lines and content. That was in 2003 but I am not 100% sure about that.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;6. Were there any thoughts of turning it into a franchise or at least making a sequel?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;At one point we had a petition with about 20 k signatures asking for the game. However, we were offered to make Wolfenstien and that sealed the fate of a Kingpin sequel.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;7. How did Xatrix get Viktor Antonov to join the team? Was the art direction for the game decided before or after he joined?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;That is a Maxx Kaufman question. I believe he was working for Maxx at that time as a texture artist. Viktor was really young back then, I hope he is doing well.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;8. Did Kingpin change much during development?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Drew, the creative mind behind Kingpin had the design locked down from the beginning. There was very little change during the course of the development. We may have made a few quick changes to accommodate the delivery of the product to Interplay.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;9. Do the early alpha versions with different models, skins, weapons etc. still exist?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;If Corky or Maxx have them, I don&amp;amp;rsquo;t sorry.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;10. Interplay announced they were working on Kingpin 2 back in 2004. Do you know if any/many of the original developers were asked to be involved and do you know why the game was cancelled?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;One word &amp;quot;Activision&amp;quot;. They purchased Xatrix and we became Grey Matter.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;11. Why were the motorcycle and jetpack left out of the game?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Due to time constraints.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;12. Why weren&amp;#039;t all the ammo mods included in the final game?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;I don&amp;amp;rsquo;t understand this question.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;13. Do you remember why the hud changed during production?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;My experience has been that the hud always changes more than once in the life cycle of a project probably because the artist and designers get tired of seeing the same thing for months at a time.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;14. Were you planning a Sniper Rifle in the game or did that become the HMG?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;There was never any mention of that in the original design.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;15. Was an ECD gun (Electro Capacitance Discharger) originally going to be included? What was the elf gun? Was a concussion rifle going to be included?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;No, it got pulled but you got to use it in another game ;) [Wolfenstein]&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;16. Were there more weapons planned?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;No, that&amp;amp;rsquo;s all the weapons that were requested.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;17. In the SDK (Game Code) there some test code showing there were maybe plans for other enemies other than Thug, Runt and Bitch. For example: elps, buma, bumb and rosie. Where they just test models or models that never make it to the game?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Rosie was one of the ambient street chicks. BumA and BumB were just variant bums, probably just leftover that didn&amp;amp;rsquo;t get taken out.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;18. There is some LightPaint code in the SDK with the console command &amp;#039;burn_enabled&amp;#039; what was the purpose of that code?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Kingpin had a built-in tool to custom paint the lighmaps.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;19. Were there plans to start Kingpin&amp;#039;s first map with a Tutorial map like in Half-Life?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;There were never any plans to do that.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;20. Dr. Sleep (John Anderson) said he made the final two levels (Crystal Palace) for Kingpin, but he&amp;#039;s not included anywhere in the credits. Why is that? Are there more level designers who worked on Kingpin but aren&amp;#039;t credited?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Yea, John worked very hard on the game. I have no idea why he was not in the credits. Oh wait, why am I not in the Wolfenstein credits? May he rest in peace.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;21. Was Crystal Palace episode originally larger? It seems at least one map was left out of final release?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Not sure about that one, it&amp;amp;rsquo;s the first time I see this image.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;22. When Kingpin was released in 1999 it spawned a huge worldwide online community. The Bagman game mode was a large contributor to that success. Was it frustrating not to be able to build on the KP platform due to the collapse of Xatrix?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;It was out of our hands since we got purchased by Activision.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;23. Are you surprised to find that there is a community still playing it online in 2018?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Yea, knowing you guys still play it makes all those sleepless nights to finish it worthwhile.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;24. How do you feel that a game you helped create almost 20 years ago is still being enjoyed today and that players are still creating new content for it?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Makes me smile thinking about it.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;25. Do you have any thoughts on Brian Fargo&amp;#039;s plan to buy back Interplay if The Bards Tale 4 is a big success?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;I owe a lot to Brian. I hope he can do it. I would jump at any chance to make games for him again.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;26. Do you believe there will ever be a sequel to Kingpin?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;I do hope so.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;27. Do you have a couple of good stories about your time at Xatrix?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Working at Xatrix/Gray Matter was probably the best time of my life. The entire team worked so well together it was like there was magic between us. It&amp;amp;rsquo;s hard to explain it things just happened there and turned out great.&amp;lt;br /&amp;gt;I would like to tell you some stories but if I do, they would come from a programmer&amp;#039;s point of view and I can just imagine all the people reading this saying to themselves &amp;quot;Nerd Alert!&amp;quot; so I would like to keep them for myself.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;28. What are your favorite games?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Doom, Battle Field, Battle Front, Quake, World of Tanks, World of Warships, All Total War games, plus a bunch of others.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;29. What game are you working on currently?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;I am working on the AI portion of a game to help autistic children.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;30. Thank you for your time. Anything else you would like to say to the Kingpin community?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Thank you for your support, I love you guys.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
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