Westwood studios

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Westwood Studios. Westwood Studios is a developer and publisher. Check more developers and publishers. Westwood Studios is a developer of video games. Westwood Virgin Games Ltd, Westwood Studios. Lands of Lore II: Guardians of Destiny. Westwood Studios. Lands of Lore: The Throne of Chaos. Westwood Studios. Nox Quest. Westwood Studios

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Westwood Studios News Notes 4 : Westwood Studios : Free

Gabriella Boudreau, telling her that his serum had failed and that Tiberium mutation had driven Umagon mad. He asked Boudreau to bring all of Kane's archives and the Tacitus to him in order to find a solution. The Kodiak, once again piloted by Chandra, was requisitioned for this mission.[7]Under heavy sniper fire from Nod, the archives and the Tacitus were loaded onto the Kodiak, and it took off without incident. However, it was struck by an ion storm lightning while en route to Tratos' compound and crashed on the coast of North Africa, killing everyone on board.[7]A GDI team quickly moved to secure the Kodiak crash site. After assessing the situation, an engineer recovered the Tacitus from the crash site but concluded that the ship itself was unsalvageable, so the team recovered the Tacitus and abandoned the wreckage of the Kodiak.[7]Legacy[]Following the Firestorm Conflict, GDI ceased development of large-scale airships due to their high manufacturing and maintenance costs, and the remaining Orca Command Vehicles were mothballed. However, in the aftermath of the Third Tiberium War, the GDI Council rethought this position, since the existence of heavily armored Scrin spacecraft, such as Devastator warships and Planetary assault carriers, highlighted the need for large-scale air superiority.[1]After six years of stop-start development, the new Kodiak-class battlecruiser was unveiled in 2068. Unlike its command-orientated predecessor, the Kodiak-class was a heavily armed warship, capable of engaging both ground and air targets.[1]Gallery[] Kodiak taking off Grounded by an ion storm Flying over the ocean Kodiak landing at the Nod Pyramid in Cairo Aft cargo hatch Crashing in Egypt Crashed wreckage Behind the scenes[] The Kodiak's cameo appearance The Kodiak made a cameo appearance in the 2004 remake of Battlestar Galactica as part of the refugee fleet.See also[]Montauk, Nod mobile command centerReferences[]↑ 1.0 1.1 1.2 1.3 GDI Kodiak | Command & Conquer. Command & Conquer. 2010-04-20. Archived from the original on 2010-04-24.↑ Stojsavljević, Rade, and O'Miley Ryan. Command & Conquer: Tiberian Sun: Operations Manual. Las Vegas, Nevada: Westwood Studios, 1999.↑ 3.0 3.1 Westwood Studios, Command & Conquer: Tiberian Sun. GDI mission 1: "Reinforce Phoenix Base".↑ Westwood Studios, Command & Conquer: Tiberian Sun. GDI mission 9d: "Destroy Chemical Missile Plant".↑ Westwood Studios, Command & Conquer: Tiberian Sun. GDI mission 11: "Weather the Storm".↑ Westwood Studios, Command & Conquer: Tiberian Sun. GDI mission 12: "Final Conflict".↑ 7.0 7.1 7.2 Westwood Studios, Command & Conquer: Tiberian Sun: Firestorm. GDI mission 1: "GDI 01:Recover the Tacitus".v·d·e Global Defense Initiative Second Tiberium War Arsenal UnitsInfantryLight infantryDisc throwerEngineerField medicJump jet infantryGhost StalkerUmagon(campaign only)Mutant hijacker(campaign only)Riot soldier(campaign only)VehiclesHarvesterWolverineTitanAmphibious APCHover MLRSMobile sensor arrayJuggernautLimpet droneMobile EMPMobile Construction VehicleMobile war factoryDisruptorMammoth Mk. IIHunter-Seeker droidMammoth tank(campaign only) AircraftOrca FighterOrca bomberOrca CarryallOrca Transport(campaign only)Dropship(campaign only)Kodiak(campaign only)Cut contentX-O Powersuit StructuresProduction& Skip to content Navigation Menu GitHub Copilot Write better code with AI Security Find and fix vulnerabilities Actions Automate any workflow Codespaces Instant dev environments Issues Plan and track work Code Review Manage code changes Discussions Collaborate outside of code Code Search Find more, search less Explore Learning Pathways Events & Webinars Ebooks & Whitepapers Customer Stories Partners Executive Insights GitHub Sponsors Fund open source developers The ReadME Project GitHub community articles Enterprise platform AI-powered developer platform Pricing Provide feedback Saved searches Use saved searches to filter your results more quickly Sign up Here are 5 public repositories matching this topic... Code Issues Pull requests Vinifera is a C&C: Tiberian Sun engine extension implementing new logics and fixing bugs. Updated Mar 13, 2025 C++ Code Issues Pull requests A repository for loading the W3D format, a model format created by westwood studios Updated Jun 10, 2017 C++ Code Issues Pull requests TS++ provides the necessary headers and source files to interact with Tiberian Sun using C++. Updated Mar 13, 2025 C++ Code Issues Pull requests Discussions Red Alert 2: Yuri's Revenge: Brute Force Mod Updated Mar 4, 2025 Batchfile Code Issues Pull requests Library for reading Westwood Studio's mix format Updated Apr 7, 2017 Rust Improve this page Add a description, image, and links to the westwood-studios topic page so that developers can more easily learn about it. Curate this topic Add this topic to your repo To associate your repository with the westwood-studios topic, visit your repo's landing page and select "manage topics." Learn more

Westwood Studios News Notes 7 : Westwood

The Indie Stone Aug 31 2011 5 members Developer & Publisher Games, fun and tomfoolery at The Indie Stone with Lemmy and Blinky Krillbite Studio Dec 5 2023 3 members Developer & Publisher Krillbite Studio is a rather small independent game developer, who seek to deliver unique and engaging experiences. We are currently having the time of... Westwood Studios Oct 4 2024 No members Developer & Publisher Westwood Studios (1985-2003) was a computer and video game developer, founded in 1985 as Westwood Associates by Brett Sperry and Louis Castle and based... Mojang AB Aug 20 2019 3 members Developer & Publisher Mojang AB is the indie company behind Minecraft and Scrolls. Vlambeer Dec 9 2016 1 member Developer & Publisher Dutch students-gone-independent gamestudio, bringing arcade back since 1937. We made Super Crate Box and Radical Fishing. Freshly Baked Games Feb 5 2014 1 member Developer & Publisher Freshly Baked Games is an indie team dedicated to delivering fun and addictive games. We know what good games are made of and we always bake with the... More groups >>. Westwood Studios. Westwood Studios is a developer and publisher. Check more developers and publishers. Westwood Studios is a developer of video games. Westwood Virgin Games Ltd, Westwood Studios. Lands of Lore II: Guardians of Destiny. Westwood Studios. Lands of Lore: The Throne of Chaos. Westwood Studios. Nox Quest. Westwood Studios

Westwood Studios ประวัติศาสตร์และเกม

It felt for a team member. I asked Isgreen if he still stays in touch with his former peers. “I ran into a few at Gamescom, actually,” he said. “I chat with the Petroglyph team on occasion. I need to catch up with them. It’s been too long. Honestly, if Westwood hadn’t been shut down, I don’t think I would have left unless they got rid of me. It was this amazing group of highly passionate, artistic, and technical people that, while we’d clash on occasion, could produce some really great products. I certainly miss them. But I take all that learning forward and try to project that spirit of Westwood into everything I do now.” It has now been 20 years since Command & Conquer: Tiberian Sun officially released in the United States. While Westwood Studios is no more, its legacy lives on through the hundreds of developers and creators that called the studio their home decades ago. Many continue to make their mark on the industry from inside Microsoft, EA, and other studios. Petroglyph Games, which is composed of many former Westwood employees, is currently hard at work remastering Command & Conquer, Red Alert, and all of the series’s expansions for modern PC systems. Tiberian Sun and the rest of Westwood’s incredible portfolio of award-winning games really do stay with me to this day. Its campy FMV scenes and totally rad soundtrack delighted me as a player, and it’s an experience I’ll honestly never forget. Isgreen won’t either. “My fondest memories of Westwood will always be the people ⁠— the smiles and shouts and laughs and love that everyone who worked there shared with each other. I came to Westwood as a green, arrogant designer who hadn’t had a lot of people challenging me to do better. Personally, Westwood made me do that in spades. I grew. And I think that’s the best compliment I can give to the place and the people that pushed me. I came out of it a much better person and a better designer. And I take that spirit forward now with everyone I work with. While Westwood may not be around any longer, its spirit is propagated in all the people that worked there. I intend to uphold my part in ensuring that spirit never dies.” The Escapist is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy Blown away by what the team pulled off in the end, because that was not an easy thing to tackle,” Isgreen said. Following up on darlings like Command & Conquer and Red Alert was a daunting task for Isgreen and the rest of his team. Players expected Tiberian Sun to deliver, and pressure was mounting prior to launch. Westwood Studios wanted their next game to entertain fans as much as they had in the past. “There’s always pressure, but as a follow up to Command & Conquer and Red Alert, there’s of course additional pressure,” Isgreen said. “I don’t think we, and really I’m pointing the finger at myself here more than anyone else, got the balance right on deformable terrain. That’s more from the design side. I wish we’d had more time to iterate on its uses and play. Like all Westwood titles, we just wanted people to be excited to come back to the Tiberian world. A lot of very creative and technical people poured a lot of years into that game and you want to make people happy when you put that much of yourself into any piece of work. Westwood Studios was always about delight and emotional response. If you felt something while playing, that’s what made us happy.” The enigmatic Kane watches over an execution. The Quality That Separates Command & Conquer from Other RTS Classics Sandwiched in-between StarCraft and Age of Empires II, Tiberian Sun faced stiff competition from other RTS heavy hitters. I always felt that Command & Conquer held its own against the rest with that something special to give the series its flair. Isgreen agreed, reflecting on the franchise’s love of the theatrical. “There’s a lot of difference in the three ‘holy trinity’ RTS series as I call them,” Isgreen said. “For the Command & Conquer games, I think it’s that while we’d never be as balanced as the StarCraft/Warcraft games, we’d deliver more emotional swings and moments of bliss and panic than you’d find in any other real-time strategy game. Think of things like Tanya laughing or hearing ‘Kirov reporting’ when you’re playing allies in Red Alert 2 ⁠— totally game-changing on a psychological level! We lived for that stuff.” We both recalled the intense panic that came from hearing an enemy weather device or nuke come online. “That was the fun of it ⁠— the tension of knowing or not knowing that you have to change your plans,” Isgreen said. “It’s piling on more plates to spin. I always really appreciated what each game did differently, but the combination of massive faction personality, especially with Kane, and emotional swing, and ‘I feel like I’m cheating!’ units was always something that resonated highly with me.” Tiberian Sun‘s Ion Cannon in action The Legacy of Westwood Studios Isgreen said Westwood Studios felt like a real family. The studio’s closure came as a gut punch for me as a lifelong fan. If it was that hard for me, I couldn’t imagine how

Westwood 10th Anniversary - PC - France : Westwood Studios :

For an overview of the Mammoth class, see Mammoth tank.For the original Mk. I tank, see Mammoth Mk. I.The Mammoth tank, also known as Mammoth Mk. I[1], is a GDI heavy tank that appears in Tiberian Sun and Firestorm.Background[]After the First Tiberium War, these tanks were phased out of service in favor of the new Mammoth Mk. II walkers. Some of them were used as targets for weapons testing by GDI[2] and Nod[3]. The Forgotten also used several of these vehicles in their arsenal[4].During GDI's assault on Kane's temple in Cairo, several Mammoth tanks were found near a TW1-era GDI base, still in operating conditions despite decades of neglect[5].Mammoth Tanks would return to service after the firestorm conflict.Game unit[] Three Mammoth tanks near an abandoned GDI base Mammoth tanks cannot be built, and only appear during certain campaign missions. Most notably, three Mammoth tanks can be found in Final Conflict, at an abandoned GDI base near the northwestern Nod base. Once approached, they can be controlled by the player. In the Nod's side mission Blackout, three of them can be found at an abandoned base northwest of the map. In the Nod missions Sheep's Clothing (TS) and Mutant Extermination (FS), they appear as enemy units, being the heaviest vehicles used by the Forgotten. They are individually powerful, each capable of taking on two Tick tanks. However, they are few in number, and the Forgotten cannot construct more. The Mammoth tank is armed with a pair of powerful cannons and anti-air missiles. It is also extremely durable and also has the ability to self-repair to 50% health (though it cannot do so if its health is less than 4%). Its greatest weakness is its very slow speed, which can leave it vulnerable to enemy artillery and stationary defenses.Gallery[] A mid-development Tiberian Sun screenshot showing Nod-controlled Mammoth tanks References[]↑ Nov. 2, 2009. Mastodon. Electronic Arts. Nov. 2, 2009.↑ Westwood Studios, Command & Conquer: Tiberian Sun. Nod mission 10: "Destroy Mammoth Mk. II Prototype".↑ Westwood Studios, Command & Conquer: Tiberian Sun. GDI mission 10a: "Destroy Prototype Facility".↑ Westwood Studios, Command & Conquer: Tiberian Sun - Firestorm. Nod mission 4: "Mutant Extermination".↑ Westwood Studios, Command & Conquer: Tiberian Sun. GDI mission 12: "Final Conflict".v·d·e Global Defense Initiative Second Tiberium War Arsenal UnitsInfantryLight infantryDisc throwerEngineerField medicJump jet infantryGhost StalkerUmagon(campaign only)Mutant hijacker(campaign only)Riot soldier(campaign only)VehiclesHarvesterWolverineTitanAmphibious APCHover MLRSMobile sensor arrayJuggernautLimpet droneMobile EMPMobile Construction VehicleMobile war factoryDisruptorMammoth Mk.

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Becoming noticed by the larger gaming community. After four years of development, Westwood announced its space-themed MMO as a 2001 release, although players wouldn’t see it until September of 2002.Executive Producer Rade Stojsavljevic elaborated on the origin story of this project: “Right around the time that Ultima Online came out, there were a lot of folks at Westwood Studios playing around with online games. Brett Sperry, co-founder and CEO of Westwood, felt there was a market for a space-based online game. There were a lot of fans of older space adventure games like TradeWars on old style BBS systems, Starflight, Wing Commander, and X-Wing vs. Tie Fighter.”In an interesting move to prevent Day One server crowding, Westwood intentionally sent out limited copies to retailers on a weekly basis as part of a gradual roll-out of the game. Compare this to today, when studios do everything in their power to ensure the largest possible Day One population, and you can see just how much the industry has changed.Players… in… spaaaaace!While spaceships and multiplayer games were common bedfellows in the ’90s, the 3-D MMO world had yet to see many space contemporaries to the planet-bound Ultima Onlines and EverQuests of the day (NetDevil’s Jumpgate was the first in 2001). Westwood planned to change that by putting players into the cockpits of interstellar craft and charging them with a wide variety of activities: trade, PvP, missions, and exploration.“We tried very hard to build an intuitive and clean user interface, avoid a lot of insider gaming jargon, and provide a smooth progression of difficulty for first-time users,” Stojsavljevic said.Earth & Beyond experimented with random mission generation, similar to Anarchy Online’s system, although both would prove to be far less popular than dev-created quests. In 2003, the devs put in a new type of quest called “push missions,” which weren’t retreived by the player at a specific location but were “pushed” to them in space as an incoming message. While it seems like common sense to do so, only lately have we seen more MMOs utilize this time of on-the-go quest assignment.While E&B promised to give players a choice of three factions and nine professions (which could be mixed-and-matched to create a class of sorts), the community was disappointed to discover that only six of the classes would be implemented on launch day.Experience, experience, experienceOne of Earth & Beyond’s more interesting selling points was its. Westwood Studios. Westwood Studios is a developer and publisher. Check more developers and publishers. Westwood Studios is a developer of video games. Westwood Virgin Games Ltd, Westwood Studios. Lands of Lore II: Guardians of Destiny. Westwood Studios. Lands of Lore: The Throne of Chaos. Westwood Studios. Nox Quest. Westwood Studios

Westwood Studios - Dune2k.com Wiki

Of Dune II was one of the first used in RTS games, and while better than that of Herzog Zwei, it has various drawbacks. Examples include only attacking the side of the player's base facing its own, and general inability to perform flanking maneuvers.[5] Research into the game's engine revealed that the AI is in fact capable of more advanced strategy, but that a large part of these capabilities is unused due to consistently repeated errors in all of the game's mission scripts.[6]According to Virgin Interactive Entertainment vice president Stephen Clarke-Willson in 1998, the development of Dune II began when Virgin Interactive Entertainment planned to cancel the production of Cryo Interactive's adventure game Dune, after which he was given the task of figuring out what to do with the Dune license.[7] After reading the original Dune novel, he decided that "from a gaming point-of-view the real stress was the battle to control the spice", so a resource-based strategy video game would be a good idea. It was around this time that employee Graeme Devine (who later founded Trilobyte) introduced to everyone at the Virgin office a real-time strategy game on the Sega Genesis / Mega Drive console called Herzog Zwei (1989). Clarke-Willson described it as a game where the player "kept clicking on stuff and then zooming off to another part of the screen. It was very hard to keep track of what was going on as an observer. Still, everyone liked it, it had fast action, and it was a strategy game". Virgin staff, including Clarke-Willson and Seth Mendelsohn (who later worked on the Ultima series), then went to Westwood Studios to talk about making a Dune game. According to Clarke-Willson, "Westwood agreed to make a resource strategy game based on Dune, and agreed to look at Herzog Zwei for design ideas". It later turned out that Cryo's game of the same name was not cancelled, and Westwood's real-time strategy game was called Dune II as a result.[8]Westwood Studios co-founder and Dune II producer Brett Sperry said in 2008 that conceptualization for the game began when Virgin president Martin

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Gabriella Boudreau, telling her that his serum had failed and that Tiberium mutation had driven Umagon mad. He asked Boudreau to bring all of Kane's archives and the Tacitus to him in order to find a solution. The Kodiak, once again piloted by Chandra, was requisitioned for this mission.[7]Under heavy sniper fire from Nod, the archives and the Tacitus were loaded onto the Kodiak, and it took off without incident. However, it was struck by an ion storm lightning while en route to Tratos' compound and crashed on the coast of North Africa, killing everyone on board.[7]A GDI team quickly moved to secure the Kodiak crash site. After assessing the situation, an engineer recovered the Tacitus from the crash site but concluded that the ship itself was unsalvageable, so the team recovered the Tacitus and abandoned the wreckage of the Kodiak.[7]Legacy[]Following the Firestorm Conflict, GDI ceased development of large-scale airships due to their high manufacturing and maintenance costs, and the remaining Orca Command Vehicles were mothballed. However, in the aftermath of the Third Tiberium War, the GDI Council rethought this position, since the existence of heavily armored Scrin spacecraft, such as Devastator warships and Planetary assault carriers, highlighted the need for large-scale air superiority.[1]After six years of stop-start development, the new Kodiak-class battlecruiser was unveiled in 2068. Unlike its command-orientated predecessor, the Kodiak-class was a heavily armed warship, capable of engaging both ground and air targets.[1]Gallery[] Kodiak taking off Grounded by an ion storm Flying over the ocean Kodiak landing at the Nod Pyramid in Cairo Aft cargo hatch Crashing in Egypt Crashed wreckage Behind the scenes[] The Kodiak's cameo appearance The Kodiak made a cameo appearance in the 2004 remake of Battlestar Galactica as part of the refugee fleet.See also[]Montauk, Nod mobile command centerReferences[]↑ 1.0 1.1 1.2 1.3 GDI Kodiak | Command & Conquer. Command & Conquer. 2010-04-20. Archived from the original on 2010-04-24.↑ Stojsavljević, Rade, and O'Miley Ryan. Command & Conquer: Tiberian Sun: Operations Manual. Las Vegas, Nevada: Westwood Studios, 1999.↑ 3.0 3.1 Westwood Studios, Command & Conquer: Tiberian Sun. GDI mission 1: "Reinforce Phoenix Base".↑ Westwood Studios, Command & Conquer: Tiberian Sun. GDI mission 9d: "Destroy Chemical Missile Plant".↑ Westwood Studios, Command & Conquer: Tiberian Sun. GDI mission 11: "Weather the Storm".↑ Westwood Studios, Command & Conquer: Tiberian Sun. GDI mission 12: "Final Conflict".↑ 7.0 7.1 7.2 Westwood Studios, Command & Conquer: Tiberian Sun: Firestorm. GDI mission 1: "GDI 01:Recover the Tacitus".v·d·e Global Defense Initiative Second Tiberium War Arsenal UnitsInfantryLight infantryDisc throwerEngineerField medicJump jet infantryGhost StalkerUmagon(campaign only)Mutant hijacker(campaign only)Riot soldier(campaign only)VehiclesHarvesterWolverineTitanAmphibious APCHover MLRSMobile sensor arrayJuggernautLimpet droneMobile EMPMobile Construction VehicleMobile war factoryDisruptorMammoth Mk. IIHunter-Seeker droidMammoth tank(campaign only) AircraftOrca FighterOrca bomberOrca CarryallOrca Transport(campaign only)Dropship(campaign only)Kodiak(campaign only)Cut contentX-O Powersuit StructuresProduction&

2025-04-01
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Skip to content Navigation Menu GitHub Copilot Write better code with AI Security Find and fix vulnerabilities Actions Automate any workflow Codespaces Instant dev environments Issues Plan and track work Code Review Manage code changes Discussions Collaborate outside of code Code Search Find more, search less Explore Learning Pathways Events & Webinars Ebooks & Whitepapers Customer Stories Partners Executive Insights GitHub Sponsors Fund open source developers The ReadME Project GitHub community articles Enterprise platform AI-powered developer platform Pricing Provide feedback Saved searches Use saved searches to filter your results more quickly Sign up Here are 5 public repositories matching this topic... Code Issues Pull requests Vinifera is a C&C: Tiberian Sun engine extension implementing new logics and fixing bugs. Updated Mar 13, 2025 C++ Code Issues Pull requests A repository for loading the W3D format, a model format created by westwood studios Updated Jun 10, 2017 C++ Code Issues Pull requests TS++ provides the necessary headers and source files to interact with Tiberian Sun using C++. Updated Mar 13, 2025 C++ Code Issues Pull requests Discussions Red Alert 2: Yuri's Revenge: Brute Force Mod Updated Mar 4, 2025 Batchfile Code Issues Pull requests Library for reading Westwood Studio's mix format Updated Apr 7, 2017 Rust Improve this page Add a description, image, and links to the westwood-studios topic page so that developers can more easily learn about it. Curate this topic Add this topic to your repo To associate your repository with the westwood-studios topic, visit your repo's landing page and select "manage topics." Learn more

2025-03-26
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The Indie Stone Aug 31 2011 5 members Developer & Publisher Games, fun and tomfoolery at The Indie Stone with Lemmy and Blinky Krillbite Studio Dec 5 2023 3 members Developer & Publisher Krillbite Studio is a rather small independent game developer, who seek to deliver unique and engaging experiences. We are currently having the time of... Westwood Studios Oct 4 2024 No members Developer & Publisher Westwood Studios (1985-2003) was a computer and video game developer, founded in 1985 as Westwood Associates by Brett Sperry and Louis Castle and based... Mojang AB Aug 20 2019 3 members Developer & Publisher Mojang AB is the indie company behind Minecraft and Scrolls. Vlambeer Dec 9 2016 1 member Developer & Publisher Dutch students-gone-independent gamestudio, bringing arcade back since 1937. We made Super Crate Box and Radical Fishing. Freshly Baked Games Feb 5 2014 1 member Developer & Publisher Freshly Baked Games is an indie team dedicated to delivering fun and addictive games. We know what good games are made of and we always bake with the... More groups >>

2025-04-14
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It felt for a team member. I asked Isgreen if he still stays in touch with his former peers. “I ran into a few at Gamescom, actually,” he said. “I chat with the Petroglyph team on occasion. I need to catch up with them. It’s been too long. Honestly, if Westwood hadn’t been shut down, I don’t think I would have left unless they got rid of me. It was this amazing group of highly passionate, artistic, and technical people that, while we’d clash on occasion, could produce some really great products. I certainly miss them. But I take all that learning forward and try to project that spirit of Westwood into everything I do now.” It has now been 20 years since Command & Conquer: Tiberian Sun officially released in the United States. While Westwood Studios is no more, its legacy lives on through the hundreds of developers and creators that called the studio their home decades ago. Many continue to make their mark on the industry from inside Microsoft, EA, and other studios. Petroglyph Games, which is composed of many former Westwood employees, is currently hard at work remastering Command & Conquer, Red Alert, and all of the series’s expansions for modern PC systems. Tiberian Sun and the rest of Westwood’s incredible portfolio of award-winning games really do stay with me to this day. Its campy FMV scenes and totally rad soundtrack delighted me as a player, and it’s an experience I’ll honestly never forget. Isgreen won’t either. “My fondest memories of Westwood will always be the people ⁠— the smiles and shouts and laughs and love that everyone who worked there shared with each other. I came to Westwood as a green, arrogant designer who hadn’t had a lot of people challenging me to do better. Personally, Westwood made me do that in spades. I grew. And I think that’s the best compliment I can give to the place and the people that pushed me. I came out of it a much better person and a better designer. And I take that spirit forward now with everyone I work with. While Westwood may not be around any longer, its spirit is propagated in all the people that worked there. I intend to uphold my part in ensuring that spirit never dies.” The Escapist is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy

2025-04-01
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Blown away by what the team pulled off in the end, because that was not an easy thing to tackle,” Isgreen said. Following up on darlings like Command & Conquer and Red Alert was a daunting task for Isgreen and the rest of his team. Players expected Tiberian Sun to deliver, and pressure was mounting prior to launch. Westwood Studios wanted their next game to entertain fans as much as they had in the past. “There’s always pressure, but as a follow up to Command & Conquer and Red Alert, there’s of course additional pressure,” Isgreen said. “I don’t think we, and really I’m pointing the finger at myself here more than anyone else, got the balance right on deformable terrain. That’s more from the design side. I wish we’d had more time to iterate on its uses and play. Like all Westwood titles, we just wanted people to be excited to come back to the Tiberian world. A lot of very creative and technical people poured a lot of years into that game and you want to make people happy when you put that much of yourself into any piece of work. Westwood Studios was always about delight and emotional response. If you felt something while playing, that’s what made us happy.” The enigmatic Kane watches over an execution. The Quality That Separates Command & Conquer from Other RTS Classics Sandwiched in-between StarCraft and Age of Empires II, Tiberian Sun faced stiff competition from other RTS heavy hitters. I always felt that Command & Conquer held its own against the rest with that something special to give the series its flair. Isgreen agreed, reflecting on the franchise’s love of the theatrical. “There’s a lot of difference in the three ‘holy trinity’ RTS series as I call them,” Isgreen said. “For the Command & Conquer games, I think it’s that while we’d never be as balanced as the StarCraft/Warcraft games, we’d deliver more emotional swings and moments of bliss and panic than you’d find in any other real-time strategy game. Think of things like Tanya laughing or hearing ‘Kirov reporting’ when you’re playing allies in Red Alert 2 ⁠— totally game-changing on a psychological level! We lived for that stuff.” We both recalled the intense panic that came from hearing an enemy weather device or nuke come online. “That was the fun of it ⁠— the tension of knowing or not knowing that you have to change your plans,” Isgreen said. “It’s piling on more plates to spin. I always really appreciated what each game did differently, but the combination of massive faction personality, especially with Kane, and emotional swing, and ‘I feel like I’m cheating!’ units was always something that resonated highly with me.” Tiberian Sun‘s Ion Cannon in action The Legacy of Westwood Studios Isgreen said Westwood Studios felt like a real family. The studio’s closure came as a gut punch for me as a lifelong fan. If it was that hard for me, I couldn’t imagine how

2025-04-05

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