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Ryan C. Gordon

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I found I loved playing Serious Sam (it really captured the feel of the original Doom!), and hated working a cash register, so I wrote to the only email address I could find for Croteam (one of their artists!), and talked them into letting me do a Linux port. From there, I had some luck and started collecting other work... Now I do this sort of thing full time. I've touched pretty much every major game engine of the last decade, and worked with a lot of games.
--
Quoted in Robin Heggelund Hansen, "Porting games to Linux" hardware.no (2009-03-10)

 
Ryan C. Gordon

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On the second album I worked with a lot of people that I worked with on the Metamorphosis album. And when I worked on Metamorphosis I was so nervous and shy about going into the studio and working with people, they eventually toward the end made me feel so comfortable and so secure with myself. I loved working with them. I have a great relationship with them. I talk to them [all the time]. When we started talking about the second album, I was like, "I want to work with all the same people." They knew what was going on in my life, what I was going through. I would call them and say, "I feel like this right now. I want a song about this..." I never really felt like I had enough time to write my whole album and I don't know if I'm secure enough with myself to do that. But I wrote three songs on the album, one I wrote with my sister. It's so personal and these people really got what I was going through and how I feel inside. I think that's what makes it good and that's what makes me relate to them.

 
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Video games are sexy. People need to be aware that GNU/Linux is more than just something to drive your webservers... A lot of people (myself included) feel that video games are a major factor in getting GNU/Linux to the masses. I can't count the number of people that have said, "Thanks for porting [GAME X]! It was the only reason I kept a Windows partition around!"

 
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Playing in a family band has many advantages, but it can often mean that when the going gets tough you take it out on each other with a liberty that only family can tolerate. I suppose it had always been difficult for Eithne. We loved what she brought to the band, but I know it was hard for her to infiltrate our years as a tightly knit nucleus. Musically, Ciaran and Pol had always been the creative force, and Noel, Padraig and myself had then worked our own expression around them. It was a good formula that worked well. Inevitably, when Eithne joined us full time, she found it hard. She hadn't been part of the original song-collecting days and consequently didn't share our enthusiasm for the old songs. I suppose she always felt little more than a "guest musician". As sisters we had always been close and talked about everything together, so I was sorry when band business caused a strain between us. One day, just after the tour, Eithne announced that she had decided to leave Clannad. She was going to pursue a solo career with Nicky Ryan as her manager. In the long term it turned out to be a good decision. I missed her, but I'm sure the apprenticeship with Clannad helped Eithne develop her own sound and afforded her strong contacts in the music business. She is talented and ambitious and, in the years that followed, the family was delighted to watch the success that came her way.

 
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If they come to us, we do all of the work and take all of the risk. They have no financial exposure. Making the client themselves is always risky. However you cannot look at it in terms of money only. When a game is ported to a second platform, it almost always exposes bugs and problems that would otherwise have been missed, as the developers have to re-work portions of the game. This will mean that creating a Linux version will increase the stability of the Windows version, and increase the quality of their core product, a fact that in itself may justify the cost of a Linux port.

 
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(When asked to reflect on his career) Music is the emotion of the experience. Regarding whether someone knows composers by name, it comes down to how much the music had touched someone that they then care enough to find out who composed it. Myself as an example, I get a dozen or so fan emails every single day, from all over the globe. Most of the time it's new people that are just now figuring out who I am after all their years of playing games I've done, and that I composed some of their favorite game music or just their favorite game in particular. And it never gets old even though I've been reading them and answering them ever since I launched my website www.frankklepacki.com about seven years ago. You can't beat knowing you've had that kind of impact on people on a regular basis. I am always very grateful for it. Some of my fans cared enough to spread the word about my career that they made a full feature article on Wikipedia. That blew me away!

 
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