"When we talked about character customisation we realised that a lot of games that were coming out went that far into the customisation that it was 80 per cent of the game," he told me. "In interviews they were showing the character customisation, not the game itself. Which is a bit f***ed. So we decided we didn't want to go down that route.
"We were also talking about how we hate how players are recognisable by their names floating over their heads. How in an ideal world players would be recognisable by what they look like. And this would be consistent and follow them around permanently.
"We landed on randomising player's appearance and locking them to it, then working on a bunch of different heads and customisation attributes that would make players more and more unique.
"We're still fighting our way towards that," he added, "but that's why it is like it is."
He explained that Rust pulls a player's appearance attributes from the SteamID itself, treating it as a random seed. Your SteamID isn't directly viewable - it's not your Steam name - but you can work it out using some helper websites. Mine, for instance, is STEAM_0:1:22710889. Maybe the gender algorithm has something to do with numbers being odd or even?
"It's the SteamID itself," he explained. "It's used as a random seed, then these attributes are pulled from that seed. This way it's different for every SteamID - but it's also consistent. It also has the effect of being totally balanced, so half of players will be female, half will be male etc."
I also asked Newman whether there was any wiggle room in the future for periodical character re-assignment.
"No wiggle room," he answered. "You are who you are. Before we added different races and genders you played as a bald white guy - you never had a choice. So we're not taking a choice away from the player, we're just adding more variety to the player models. I don't believe that playing as a different gender/race detracts from anyone's enjoyment of the game."