“In trying to make the games faster, which has to be our priority going forward, we’ve made a lot of mistakes already with Doom 4, a lot of it is water under the bridge, but prioritizing that can help us get the games done faster, just has to be where we go. Because we just can’t do this going, you know, six more years, whatever, between games…”
“One of the things that’s been driven home extremely hard is that programmers are making mistakes all the time and constantly. I talked a lot last year about the work that we’ve done with static analysis and trying to run all of our code through static analysis and get it to run squeaky clean through all of these things and it turns up hundreds and hundreds, even thousands of issues…”
“It’s kind of fun to think that the game engines, things that we’re playing games on, have more sophisticated software than certainly the things that launch people to the moon and back and flew the shuttle, ran Skylab, run the space station, all of these massive projects on there are really outdone in complexity by any number of major game engine projects…”
http://blogs.uw.edu/ajko/2012/08/22/john-carmack-discusses-the-art-and-science-of-software-engineering/