Soldiers of the Quake Empire — Klingon Skins for Quake II, by Kevin A. Geiselman aka Commander Kordite

"The Klingon Skins for Quake II were made using Paint Shop Pro, NST Model Viewer and, occasionally, a scanner. Warriors of the Empire are encouraged to use these skins in Deathmatches. Feel free to switch heads for your own personality but, as a courtesy, don't change the bodies too much. And don't forget to tell 'em where you got 'em. In the future (hopefully) look for skins for Klingon Honor Guard, Feddie skins (ie, targets) and Klingon Deathmatch levels for Quake II. Boarding parties to the transporter room!"

Hall of Skins and Words 4 All of You Quakers, by EvIsCerAToR aka Shamblerz — 1999

"Good news! Recently I found a motherlode of great pictures. Nearly all of them is customized by others. Just 'upgraded' this computer, added 64mb, Voodoo2 video card. It makes little good difference, although. Modem seemed to be more faster than before. Also, help me to improve my page, suggestions, comments, dislikes, etc. Contact me! New homemade shamblers pixs by Casper, Northern Command Quake clan page is now available. Currently looking for new members, Newbies and Experienced accepted." -EvIsCerAToR.

Quake Scene Japan — Dame Quakers Club: DQC Skins for Q2 and Q3A

"DQC is a Quake club formed in February 1999 under the name of 'Dame Quaker's Club' to exchange information on Quake 2 Deathmatch. Originally the current members BV and R-STAR started small, and then DQC entered the online battle Quake 2 at Ultra Violence Pasadena. And now the chatty Kathy who was a resident member at that time has become a useless PC bastard (^ ^; Steadily increased to the present. Jimmy Jazz, who has become famous for his suspicious audio goods, is also a member from the beginning." -R-STAR

The G3D Innovation Engine, by Morgan McGuire — 3D Player Models for Quake 2

"The G3D Innovation Engine is a commercial-grade C++ 3D engine available as Open Source. G3D supports hardware accelerated real-time rendering, off-line rendering like ray tracing, and general purpose computation on GPUs. Its design emphasizes rapid prototyping and innovation, particularly of rendering and game algorithms. G3D provides a set of routines and structures so common that they are needed in almost every graphics program. It makes low-level libraries like OpenGL, network sockets, and audio channels easier to use without limiting functionality or performance. G3D is a carefully designed, feature-rich base on which to prototype your 3D application. The contributors span the graphics industry. The engine is primarily maintained by Morgan McGuire, Zander Majercik, and Josef Spjut at NVIDIA, Corey Taylor, and Michael Mara at Stanford University & Oculus Research. It includes contributions from professional game developers, CAD and DCC developers, students, industry researchers, and professors."