Thread: Prey
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Old 18-04-2001, 17:33   #8 (permalink)
Robotzel
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Join Date: Apr 2000
Location: Bucuresti,Romania
Prey (fps) trebuia sa fie replica 3D Realms la creatia ID Software.Intrucat produsul lor de capatai la momentul respectiv era Duke 3D ,iar Rise Of The Triad nu se vanduse asa cum sperau,au luat echipa care a facut ROTT si i-au pus sa faca repede un engine si un joc mai bun si mai frumos decat Quake...Prey.Datorita grabei,lipsei de fonduri si atmosferei (echipa dorea sa faca un joc nou si original,nu o clona de Quake) proiectul a fost anulat,iar oamenii s-au apucat de altele:

The ROTT design team was usually reffered to as "The Developers of Incredible Power" or "DIP's". Why the strange name? Well, Tom Hall sent out a memo, and at the end he said, "If we do this, we will be the Developers of Incredible Power." It stuck. On ROTT's final DOS screen, it says "Thank you for playing the first release of Apogee's Developers of Incredible Power! We will return". But this was the only "DIP" release. Prey could have been the second DIP game, but the team is almost completely dissolved now. It was made up of some people you might recognize:

The aforementioned Tom Hall, who had just left id Software (He was one of the founders) was the Lead Designer \ Producer. Tom Hall later went on to start Ion Storm with John Romero. Anachronox, a massive sci-fi RPG using the Quake engine, is his current project.

Mark Dochtermann from Ritual (Formerly Hipnotic) was the Lead Programmer and wrote engine and communications \ networking code. Ritual's other programmer, Jim Dose' did the sound engine and Ritual artist Robert Atkins designed the very cool manual. Also Joe Selinske, a mapper for ROTT now works at Ritual. All four of them are now hard at work on SiN.

Chuck Jones did ROTT's art and cinematics. Today he's an artist at Valve Software and hard at work on Half-Life. William Scarboro did the actor (enemies, items, etc.) code and Steve Hornback did most of the textures, the actors, the cool explosions, and items. Both are still at 3DRealms and working on Prey. Lee "Duke3D" Jackson & Bobby "Doom, Duke3D" Prince, did music and sound effects, Gregor "Doom" Punchatz, did Robot, Gun, other Models (He's the guy that modeled the Cyberdemon) and Joe Siegler, 3DRealm's Online Support Manager \ Webmaster, did levels. And he almost killed himself doing {burp sounds} that were actually used in the game. Let me tell you, the quality of this game greatly benefitted because of it. Steve Maines, now a level designer at Rogue played a minor role and was Apogee's Print Art director in the early stages of the project.
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