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Looking Glass Interviews, Articles, and Oddments

For discussing role-playing video games, you know, the ones with combat.
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[Subsequent Material, IRG, SS2]

Nate Wells on the Art Direction of System Shock 2 | Deep Dive
In our latest Deep Dive interview, Nightdive's Locke Vincent is joined by Nate Wells, Art Director at Looking Glass Studios who worked on titles like Thief: The Dark Project and System Shock 2, with topics including Nate's early career path with Looking Glass Studios, early art direction and character designs for System Shock 2, and more!
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[Subsequent Material, IRG, SS2]

System Shock 2 roundtable interview with developers Jon Chey and Dorian Hart, 2013
https://web.archive.org/web/20160526074 ... rian-hart/
AI Summary wrote:
Jon Chey and Dorian Hart reflect on replaying System Shock 2 for the first time since shipping it, finding the interface dated but the atmosphere and tension remarkably intact—comparing its unforgiving resource scarcity and respawning enemies to Dark Souls rather than modern horror games that rely on visual props and jump scares. They discuss how weapon degradation, while contributing to tension, broke immersion and became the most-hated feature; how the game wasn't originally planned as a System Shock sequel (nearly becoming Warren Spector's "Junction Point"); and how the psychic monkeys exist solely because Ken Levine wanted to use leftover mo-cap time. The pair acknowledge that putting SHODAN on the box spoiled the Polito twist but was necessary marketing given their small budget, credit Eric and Terri Brosius as essential to SHODAN's iconic status, admit the ending was truncated due to time pressure, and express interest in the news that Arkane is pitching Prey 2 as a spiritual successor—with Chey noting he's tempted to revisit that design space himself.
► Transcription
Last edited by rusty_shackleford on December 10th, 2025, 00:28, edited 1 time in total.
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[Subsequent Material, LGS, IRG, UU, UU2, SS, SS2]
[TODO: Transcriptions]

MIT GAMBIT Looking Glass Studios podcast series (2011-2012)


Looking Glass Studios Interview Series - Audio Podcast 1 - Austin Grossman
Up first: Austin Grossman. Grossman is a writer, game designer, and novelist who worked at Looking Glass in its early years. In this podcast he discusses his work on Ultima Underworld II: Labyrinth of Worlds and System Shock, the latter of which was highly influential in laying the foundations for modern environmental narrative design. Grossman also discusses his post-Looking Glass work, on such projects as Jurassic Park: Tresspasser and Deus Ex, and the tricky challenge of being a writer in today's commercial games industry.

Joining Austin on the podcast are two other Looking Glass alums: Andrew Grant, who also worked with Austin on Trespasser (for Dreamworks Interactive), and Sara Verrilli, who worked on System Shock. Andrew and Sara currently work for GAMBIT, and reminisce with Austin on how they grappled with the experimental nature of these games.
https://f.rpghq.org/y4FeeE8WUWmM.mp3?n=y4FeeE8WUWmM.mp3
Transcription: https://web.archive.org/web/20110722024 ... ssman.html

Looking Glass Studios Interview Series - Audio Podcast 2 - Dan Schmidt
In this episode I talk with Dan Schmidt, who was with the company from its very early days (back when it was called Blue Sky Productions). A programmer by vocation, but filling a variety of roles from project management to design to music composition, Dan helped set the tone for the company's subsequent creative output in early projects like Ultima Underworld and Ultima Underworld II.

The podcast covers these projects, as well as Dan's work on Terra Nova, the ambitious squad-based robot sim, and his work in the early stages of Thief before moving on to work at Harmonix Music Systems in its early, pre-Guitar Hero days.

If you want to know what NHL '92 has to do with both Ultima Underworld and Rock Band (and who doesn't?) give it a listen.
https://f.rpghq.org/uOeGtiElM1W0.mp3?n=uOeGtiElM1W0.mp3
Transcription: https://web.archive.org/web/20120121212 ... hmidt.html

Looking Glass Studios Interview Series - Audio Podcast 3 - Tim Stellmach and Laura Baldwin
In this episode I talk with Tim Stellmach and Laura Baldwin. Tim was lead designer on Thief and Thief II, as well as a designer on Underworld II, System Shock, and Terra Nova. Laura was a designer/writer on Thief. She also worked in System Shock 2.

Again we are joined on this podcast by Sara Verrilli, QA on System Shock and designer on Thief and Thief 2.

The discussion mostly covers Thief, though there is some discussion of other projects. If you want to find out where lingo like "taffer" comes from, or what it means, be sure to check it out!
https://f.rpghq.org/fNiykKHE4DE0.mp3?n=fNiykKHE4DE0.mp3

Looking Glass Studios Interview Series - Audio Podcast 4 - Randy Smith
In this episode I talk with Thief level designer extraordinare Randy Smith. Randy created some of the most memorable levels in the Thief series, often bringing the more horror-inspired elements (zombies, ghosts, mysteries) of the Thief universe to the fore. We talk about his approach to level design and how it developed and evolved in the creative environment of Looking Glass before seguing into some of his post-Looking Glass work, including his role as project lead on Ion Storm's Thief sequel (Deadly Shadows) and his indie company Tiger Style, makers of Spider: The Secret of Bryce Manor.
https://f.rpghq.org/GY7G8l7t3K2U.mp3?n=GY7G8l7t3K2U.mp3

Looking Glass Studios Interview Series - Audio Podcast 5 - Ken Levine
In this episode I talk with Ken Levine, creative director of Irrational Games and mastermind of the Bioshock series, who got his start as a writer/designer at Looking Glass. Ken was one of the main creative forces in the early days of Thief, helping to shape its eventual story, world, and core mechanics. I talk with him about his memories of working at the studio, his writing and creative process, and how his experience at Looking Glass relates to his later work at Irrational Games.

If you ever wanted to know what film noir has to do with Thief or whether the Master Builder really exists, check it out!
https://f.rpghq.org/CmAuviSnetYZ.mp3?n=CmAuviSnetYZ.mp3

Looking Glass Studios Interview Series - Audio Podcast 6 - Greg LoPiccolo
Next up: Greg LoPiccolo. Greg has risen to impressive heights as the vice president of product development at Harmonix, makers of world famous games like Guitar Hero and Rock Band, but he got his start at Looking Glass back in the 90s. Coming from the music industry (he was bass guitarist in the Boston-based rock band Tribe) he started out as music/sound designer on System Shock, eventually becoming project lead on Thief 1. I talk with Greg about his roots in the music business, how he adapted to the culture of video games and software design, and how that has affected his approach to game development overall.

If you ever wanted to know how SHODAN's voice came about, be sure to give it a listen!
https://f.rpghq.org/SVAo474hp2Cy.mp3?n=SVAo474hp2Cy.mp3

Looking Glass Studios Interview Series - Audio Podcast 7 - Eric Brosius
This week it's Harmonix Audio Director Eric Brosius. Eric originally hails from Boston's music scene. He was in the band Tribe along with Greg LoPiccolo and came to Looking Glass as a sound designer around the same time, working first on Terra Nova before moving on to bigger projects. He was one of the few members who continued to work on Looking Glass properties even after the company closed, doing sound design both for System Shock 2 at Irrational and Thief: Deadly Shadows at Ion Storm. I talk with Eric mostly about his approach to sound design, how he dealt with things like music vs. ambience, and how such choices became an integral part of Looking Glass's aesthetic and legacy.

If you want to know why there is no "music" slider in Thief or why stealth "works" in System Shock 2, check it out!
https://f.rpghq.org/0fyvo4m3YZoH.mp3?n=0fyvo4m3YZoH.mp3

Looking Glass Studios Interview Series - Audio Podcast 8 - Marc "Mahk" LeBlanc
This week is Marc "Mahk" LeBlanc. Marc was a programmer/designer at Looking Glass for most of the company's life, and was one of the major voices in shaping the overarching design aesthetic of the company. This is partially what lead to Marc being a thinker, writer, and educator on game design, developing the MDA framework (Mechanics, Dynamics, Aesthetics) as a simple tool for creating emergence-centric games. I talk with Marc about his time at Looking Glass, how he remembered dealing with simulation, fiction, and emergence across various projects, and how those lessons and strategies have filtered out into the rest of the games industry after the company folded.

If you ever wanted to know how performance-enhancing drugs can help you in System Shock or what the exact difference is between the design philosophies of Deus Ex and Thief, give it a listen.
https://f.rpghq.org/YegQPRasPukf.mp3?n=YegQPRasPukf.mp3

Looking Glass Studios Interview Series - Audio Podcast 9 - Terri Brosius and Dan Thron
This week is Terri Brosius and Dan Thron. Dan was an artist/animator on Terra Nova, System Shock 2, and all three Thief games, doing much to solidify the look and feel of the Thief universe. Terri was a voice-actor in both System Shock (as SHODAN) and Thief (as Victoria) as well as a writer/designer for Thief, doing much to shape the overall story arc of the franchise.

I talk with Terri and Dan about how they got into the industry, what influenced them in their contributions to the Thief franchise in particular, and what they consider good storytelling/world building in video games (and why it seems to be so scarce).

If you ever wanted to know who to thank for Thief's infamous eyeball-plucking scene check it out!
https://f.rpghq.org/ChmJC9Lbeqrv.mp3?n=ChmJC9Lbeqrv.mp3

Looking Glass Studios Interview Series - Audio Podcast 10 - Paul Neurath
The guest of our final installment is Paul Neurath, co-founder and creative director of Looking Glass from the day it opened to the day it closed a decade later. In this nearly two hour interview I speak with Paul about the breadth of the company's history, including how it came into existence, what made it focus on innovation the way it did, and why they eventually (and suddenly) closed.
https://f.rpghq.org/teBzSuy1CRuA.mp3?n=teBzSuy1CRuA.mp3
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[Subsequent Material, IRG, SS2]

20th Anniversary retrospective (August 2019)
https://web.archive.org/web/20190821021 ... niversary/
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Thief was based upon Neurath & his friends trying to get into secured buildings as children and one time he tripped the silent alarm, he hid in the darkness feet away from a security guard that was looking around

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Post by maidenhaver »

rusty_shackleford wrote: December 10th, 2025, 14:03
Thief was based upon Neurath & his friends trying to get into secured buildings as children and one time he tripped the silent alarm, he hid in the darkness feet away from a security guard that was looking around

Its a good feeling.
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rusty_shackleford wrote: November 22nd, 2025, 07:04
Oddment:
This is the novella that came packaged with Paul Neurath's 1989 SPACE ROGUE game, titled Stars of Opportunity.

SPACE ROGUE is cited as a strong influence on many games, not just Ultima Underworld, and is probably the oldest game in the entire 'grouping' I am analyzing.

Image
► Novella transcription
This was pretty good, if I got this with a copy of the game I'd be pumped to play.
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Post by rusty_shackleford »

Remake:
Selection_009.webp
Original has the correct genre as intended by LGS
Selection_010.webp
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Post by TND »

rusty_shackleford wrote: December 17th, 2025, 11:33
Remake:
Image

Original has the correct genre as intended by LGS
Image
Both are published on steam by Nightdive, seems like some ****** forgot to put RPG.
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Post by rusty_shackleford »

TND wrote: December 17th, 2025, 18:18
rusty_shackleford wrote: December 17th, 2025, 11:33
Remake:
Image

Original has the correct genre as intended by LGS
Image
Both are published on steam by Nightdive, seems like some ****** forgot to put RPG.
They didn't forget, they just don't consider it an RPG. You can disagree that it is, but the original developers definitely believed it was an RPG. And I'm inclined to agree that it's one facet of the RPG genre.
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Post by maidenhaver »

Nooooo, rpgs have a bajillion stats and a character portrait selection to satisfy all of my fetishes nooooooo!
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Some Ultima Underworld art from the French magazine Tilt, issue #100. A quick search suggests it was unique to the magazine.
Image
Removed the text with AI:
Image

Maybe good for a phone background
Last edited by rusty_shackleford on May 24th, 2026, 03:31, edited 1 time in total.
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Post by Tweed »

rusty_shackleford wrote: May 24th, 2026, 03:30
Some Ultima Underworld art from the French magazine Tilt, issue #100. A quick search suggests it was unique to the magazine.
Image
Removed the text with AI:
Image

Maybe good for a phone background
This gives me Darklands vibes.
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Dan Schmidt’s Ultima Underworld Notes he took while working at Looking Glass(Blue Sky Productions)
► Show Spoiler
Transcriptions(OCR + AI):
► Show Spoiler
Last edited by rusty_shackleford on June 4th, 2026, 15:41, edited 7 times in total.
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