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      • Laidlaw's entry into the games industry took him from a voyeur on industry sidelines to the center of the maelstrom. Years ago he was as a cyberpunk novelist, penning the cult favorite Dad's Nuke (a "dark comedy of surburban paranoia"), written entirely while working a day job at Pacific Gas & Electric.
      www.gamedeveloper.com/design/marc-laidlaw-on-story-and-narrative
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  2. Aug 7, 2003 · Laidlaw's entry into the games industry took him from a voyeur on industry sidelines to the center of the maelstrom. Years ago he was as a cyberpunk novelist, penning the cult favorite Dad's Nuke (a "dark comedy of surburban paranoia"), written entirely while working a day job at Pacific Gas & Electric.

    • Simon Carless
  3. Mar 1, 2023 · Laidlaw was initially hired to write for Prospero, the lost early Valve game designed to combine Tomb Raider and his beloved Myst in a sci-fi setting. “It had trouble finding its identity, especially in the industry at that time,” he says.

    • Contributor
    • How did Laidlaw get into the game industry?1
    • How did Laidlaw get into the game industry?2
    • How did Laidlaw get into the game industry?3
    • How did Laidlaw get into the game industry?4
    • How did Laidlaw get into the game industry?5
  4. Marc Laidlaw is the author of several novels, including Dad’s Nuke, The Orchid Eater, The 37 th Mandala, and The Third Force, a novel set in the world of the computer game Gadget. Such a book served as a perfect lead-in to his current career as a senior designer at Valve Software, writing for a series of games that is on everyone’s “Best ...

  5. Oct 26, 2021 · The writer of Half-Life gave me an exclusive interview about writing and the gaming industry. Nicolas Rufino dos Santos. ·. Follow. 8 min read. ·. Oct 26, 2021. 30. Marc Laidlaw. Marc Laidlaw...

  6. en.wikipedia.org › wiki › Marc_LaidlawMarc Laidlaw - Wikipedia

    Laidlaw joined the video game company Valve while they were developing their first game, the first-person shooter (FPS) Half-Life (1998). He was originally hired to work on another game, Prospero, but switched when Prospero was canceled and the Half-Life project expanded.

  7. Nov 23, 2012 · Powered by coffee, sim racing, and Squarespace. Marc Laidlaw, the writer behind the Half-Life series, is probably aware of the impact he has made with his work; but not so to the magnitude of it. Check out our full interview with the mind behind one of the most influential games of the 20th century.

  8. www.marclaidlaw.com › about-me › interviewsInterviews - Marc Laidlaw

    May 25, 2024 · “Writing the Game.” From 1999, shortly after shipping Half-Life, an interview with the popular game journalist, Jason Bergman (aka Loonyboi). “The Best Zoo in the Universe” From 1997, one of the first game industry interviews I did, this one with Simon (h01) Carless who followed up a few years later in the Gamasutra interview from 2003.