Found this interview with Lulu LaMer on the Dev Game Club podcast interesting both for her look back at Looking Glass, but also that it talks about her growth and change after it, after Ion Storm.
Few interesting notes from the Mahk LeBlanc Looking Glass interview…
• Mouselook viable only at framerates higher than mid-90's PC games could really hope for.
• Looking Glass and the "immersive sim" as part of a 90's simulation-eager zeitgeist
• Simulation & combinatorics in Underworld & beyond as a confluence of their inexperience and the Ultima series philosophy
• As jazz is as much about the notes one does not play, a smart game design is also "what you don't have to simulate."
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