The brief but fascinating history of Looking Glass Studios.
This article first appeared in PC Gamer magazine issue 379 in January 2023, as part of our DNA Tracing series, where every month we delve into the lineages behind iconic games and studios.
"I'm taking a risk here," she recalled thinking, in conversation with MIT's GAMBIT Game Lab in 2012."I'm writing about somebody taking an eye out while chanting some verse. Now I have to wait for three days before I get to hear back whether I'm fired." By the end of Thief's development, LoPiccolo had risen to the role of project lead— appropriately, since Thief centred sound as a mechanic in a way few first-person games have managed, before or since. Players had to listen for mumbling or whistling to determine the location of nearby guards—and take care to avoid marble floors where possible, for fear of alerting those guards in turn.
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