I was born and raised on the country side in Sweden and my first encounter with video games were with like so many others the NES. A game that caught my attention in particular was Castlevania. I would sit and draw out concepts for my own games and dream of the possibilities of making my own adventures in this way. But we didn't have any computers/gamestations in our house or even a Video for a long time. So I went with the board game approach, creating Castlevania and Indiana Jones inspired game adventures.
It wasn't until I started high school that I got any real contact with computers and then it was with the AtariST. The pull with the ST was the ability to make actual animated movies. This ended up engrossing me for quite a few years but the dreams of making games were living strong and I finally found a program called Adventure game creator. It was of course only a first stepping stone and I never did figure out how to code it properly. But it did get me started.
When we finally got a PC in our household (thanks mom), I noticed that some of the games for it was much more accessible than on the Atari and I started to copy paste files in a game like Stunts for instance making attempts at making my own game out of it. Of course. Aside from some dirty hacks I never did do much. The biggest selling point with Stunts however was of course the track editor where you could go totally crazy building your own tracks and that I did. Eventually I also throughly inspected the Sim City 2000 editor. But since I knew that I never would be able to actually go down into my totally rad city and landscape and drive around a'la GTA. There were little that kept me interested.
And then came DoomEd. Doom had probably been the first game on the PC I ever saw and played, and of course it was love at first sight. I ended up wasting a scary ammount of time working on Doom projects. Making maps never had been so free before. I felt I literary could do anything, and some might say I did. (see projects)
I ended up staying with Doom a lot longer than I had ever expected. Part due to the sheer playability and modability of the game. But a lot due to my computer being a meager 486 throughout the entire nineties. It wasn't until I started earning my own money that the upgrade came and I started looking at other avenues. Somehow though. I stuck with Doom too. I worked with friends on projects for Quake2 and RTCW. But they all ended up falling over at one point or another. The Quake2 project ended because we got tired of the hard limits of the compilers. We were using a modified source of the original. But no one would make better tools and we decided that after a year it was enough. It was just too limited for our plans. then we started with RTCW. Which was wonderful. But it didn't take more than 6 months before everything somehow got lost in some freak occurrence where both our computers got fried at virtually the same time.
This is where I decided to take a break from the whole scene and work on classic art instead, and a year later I started working on the Doom 3 mod that would become known as Phobos.