Virtual Recruitment
The Internet has long been a hot breeding ground for fans of 3D action games, and Epic knew it. So when it started fleshing out the team for the game, it was only logical to turn to the cyber realm. For instance, the man hired for the game's artificial intelligence was well-known for his famous Reaper Bots add-on for Quake (the program adds realistic computer-controlled human opponents to the multiplayer game). Rein remembers that he was on the Internet IRC chat at a hotel in Europe when he first heard of Reaper Bots. "Some users said during the chat, 'Hey Mark, have you seen the Reaper Bots?' I hadn't, but I downloaded them and was addicted. For me, it was the perfect way to practice for multiplayer.
--------------------------------------------------------------------------------
Epic had to tell the world that a new era for the company was about to begin. Pinball tables and carrot-munching jackrabbits need not apply.
--------------------------------------------------------------------------------
So the next day, I found the phone number of Steve Polge who created them, called him, and he was hired within a month as our artificial intelligence guy."
Other employees would be hired in a similar fashion, usually based on their previous work published on the Internet. At the same time, this process of hiring the best of the Internet would lead to a development team scattered all over the world. Schmalz and his core group of artists would be branded as Digital Extremes and remain in Canada, but everyone else was all over the map - from the Netherlands to the US to Canada to France. As the team started to ramp up, members would communicate via e-mail and phone to discuss their vision for the game. Just as the team was growing, the game was turning into Epic's largest project ever in terms of resources and investment. It deserved a huge push and Epic knew it - Epic had to tell the world that a new era for the company was about to begin. Pinball tables and carrot-munching jackrabbits need not apply.
Mark Rein
The Hype Begins
Mark Rein, Epic's VP of marketing and former president of id Software, knew the team had something special brewing. He wanted to show the world what was in development and chose the 1996 Electronic Entertainment Expo as the venue. So, in a suite at the Marriott in Marina Del Ray, CA, Rein, Sweeney, Schmalz, and Bleszinski premiered the game technology. Promoting the use of the MMX processor from Intel for enhanced visual effects on a computer monitor that sat near an open window with palm trees swaying in the background, they demonstrated the technology to the press and a select group of industry insiders. Although there wasn't much of a game to be shown, the visuals were very impressive - colored lights illuminated the environment and blended with each other. And the editor shown by Bleszinski was truly revolutionary, making level-building virtually a point-and-click process. These demos would continue for the next two years as Rein and PR manager Craig Lafferty churned out more and more buzz and hype about the game.
The Name of the Game
But what would the game be called? The developers fought forever about names, going through a number of options including Sin and Dark Earth - ironic, considering the fact that two PC games have since taken those names. Finally, "Everyone gave up," says Schmalz, and they settled on the pompous name Unreal. In retrospect, the name couldn't have been better - it was cocky, memorable, and indicative of the team's confidence that it was pushing into uncharted territory.
The first big wave of public interest in Unreal came in late 1996 when PC Gamer ran the first preview of the game.
--------------------------------------------------------------------------------
Eventually, in early 1997, Epic would give the biggest demo possible to none other than Microsoft CEO Bill Gates.
--------------------------------------------------------------------------------
Epic basked in the glow of the publicity, but promoting its new title at such an early stage proved to be a double-edged sword. The developers were creating incredible expectations for Unreal and building the hype to pressure-cooker levels. According to Rein, it was a necessary evil. "To attract publisher interest, it was necessary for little Epic MegaGames to go out and show off its technology," he says, recalling the initial PR blitz. "If we hadn't done that, our deal would have been half of what it is. The good thing is that we always had these expectations standing over our shoulders keeping us honest, but the bad thing is that we showed our cards to the world ahead of time."
Bill Gates requested, and was granted, a secret meeting with the creators of Unreal.
The 51 Billion Dollar Demo
Showing their cards to the world ahead of time would present a number of intriguing demo experiences for the Unreal team members. They had potentially revolutionary graphics technology at their fingertips and everyone wanted to see it - from the biggest software publishers in the industry down to cult-heroes such as John Carmack and John Romero. Eventually, in early 1997, Epic would give the biggest demo possible, to none other than Microsoft CEO Bill Gates.
This top-secret meeting - never before revealed to the public - took place inside the Microsoft compound in Redmond, WA. Rein and Sweeney met with Gates and a number of his leading developers to show them what they were doing with Unreal. After Sweeney discussed the technology and Rein ran a demo of the game, they sat down with Gates one-on-one to discuss their work. "He was really very gracious and complementary of the game," remembers Rein. For Sweeney, "Showing Unreal to Bill Gates was a very cool experience, and it drove home the point that if you work very hard for many years and strive to be one of the best in your field, you really can get there and see some great opportunities."
By the time the team had demonstrated the game to Gates, Unreal didn't have a chance of becoming a Microsoft product. That honor had already been bestowed on GT Interactive, who signed a multimillion dollar deal for the game in mid-1996. Based on Epic's huge investment in Unreal - self-funding it for over a year and a half - signing a publishing deal was a necessary step toward finishing the game. "At some point we probably would have run out of money to develop Unreal had we not signed a deal," says Rein. "It was a huge project - our biggest ever in terms of time, money, and human resources."
Just how did GTI get the rights to Unreal? In mid-1996, Jim Perkins, then president of software publisher FormGen, visited Rein at his house outside of Toronto, Ontario, and saw Unreal.
--------------------------------------------------------------------------------
"Based on the engine and Epic's vision, I believed it had triple A potential"
- Ron Chaimowitz,
GT Interactive chairman and CEO
--------------------------------------------------------------------------------
(FormGen was later acquired by GT Interactive, and Perkins now serves as senior VP, artists and repertoire.) Perkins recalls, "The Unreal game system and editor totally blew me away - it was gorgeous and well ahead of anything I'd seen before in terms of beauty, speed, and ease-of-use." Remembering when he first demonstrated the product to Perkins, Rein says, "He told me point blank, 'We really want this game, and we are going to give you the best deal you can get.' That was on a Monday, and on Wednesday, we signed a tentative deal with them for Unreal."
The first shot of a level called Bluff Eversmoking. This level, including the Manta creature, made it into the final game.
Although the deal was quickly closed, Rein recalls that, "We actually had one publisher offer us more money than GT for Unreal, but we were more comfortable working with GT - it owned the genre at that time with games like Doom, Quake, Duke Nukem 3D, and even Spear of Destiny."
At GT Interactive, chairman and CEO Ron Chaimowitz first saw Unreal back in 1996. "Based on the engine and Epic's vision, I believed it had triple A potential," he explains. "The graphics, expertise of the team, and the promise to have an editor by which anyone could easily design their own levels appealed to GT." So the deal was struck for Unreal, even though the game had just barely begun hard-core development. As Chaimowitz said - the vision was there, but now that vision had to be made into a reality.
Virtual Development
Gradually, the Unreal team had grown from the core group of three in Rockville, MD, to what eventually totaled a dozen-plus developers spread out all over the world. While Sweeney worked on the engine and editor in Maryland, Bleszinski designed levels from his home base in California, and Schmalz worked with his team at Digital Extremes on art, design, and scripting in Canada. The level designers and technical specialists were even more spread out on the globe - some from places as far away as the Netherlands. Although this "virtual development" team worked well together, its face-to-face contact was extremely limited. For instance, Dave Carter, the Chicago-based lead animator for Unreal, was hired completely over the Internet on the strength of a single animation demo. "Believe it or not," Schmalz remembers, "I didn't meet Dave [in person] until we had worked together for two straight years."
--------------------------------------------------------------------------------
"Believe it or not, I didn't meet [lead animator] Dave Carter until we had worked together for two straight years."
- James Schmalz
--------------------------------------------------------------------------------
While the concept of creating a topnotch, blockbuster game with a virtual development team was appealing to Epic and Digital Extremes, it would prove onerous once the project kicked into full gear. "At the start, it wasn't too bad because we all did our separate things," says Schmalz. "But once the team really built up - during the last year or so of development - we realized that the coordination was too hard with more than a dozen people working at different locations around the globe. When I'd be going to bed in Canada, someone in Europe would just be waking up."
Third Time's a Charm
Almost inevitably, progress on the game began to slow. The virtual development scheme was a primary culprit, but other factors also contributed to Unreal's now-legendary delays. As previously mentioned, the fragile work of designing a game based on an unfinished piece of technology was cumbersome and time-consuming. "It's truly the toughest thing for a developer to do," says Rein. "How do you design a monster for a level that isn't even in the game yet?" asks Bleszinski. "It was very frustrating, but also a learning process for everyone involved."
A castle level created for the game, but never used in the final version.
This learning process would lead to much wasted effort. A perfect example was the team's work to create rich visual textures for the levels, similar to the Riven-esque environment it had originally envisioned. "We started off by just taking digital pictures of textures such as rock and stone and using them, but we were pretty wrong about that working," recalls Bleszinski. "We ended up using those as a base but had to do lots of modifications to them so they would look good in the engine." In the end, over 5,000 textures were created for the game. Only about half of them were ever used.
The high standards of the Epic team would also cause delays. "The rule was that only the coolest stuff gets in," says Bleszinski. "If there was a creature that wasn't as good as some of the other ones, it was out. Theoretically, we could have made two or three games out of all the content we created. We just wanted the best stuff in there."
Finally, the game's technical innovations took longer than expected to complete, particularly the scripted, in-game cut-scenes that would eventually produce Unreal's spookiest moments. These dramatic interludes - such as the early level scene where the lights suddenly cut out, the music changes, and Skaarj warriors leap from the darkness and attack the bewildered player - are what truly separates Unreal from its competition. "[This type of] drama is really tough to do," says Bleszinski, "because you have to account for all the possibilities. For instance, if a Nali Alien is scripted to get killed by a Skaarj, you must account for all the possibilities - what if the player goes and stands between them, or what if he kills the Nali before the Skaarj gets to him? I think everyone underestimates how difficult it is to program those elements into a game."
The Internet has long been a hot breeding ground for fans of 3D action games, and Epic knew it. So when it started fleshing out the team for the game, it was only logical to turn to the cyber realm. For instance, the man hired for the game's artificial intelligence was well-known for his famous Reaper Bots add-on for Quake (the program adds realistic computer-controlled human opponents to the multiplayer game). Rein remembers that he was on the Internet IRC chat at a hotel in Europe when he first heard of Reaper Bots. "Some users said during the chat, 'Hey Mark, have you seen the Reaper Bots?' I hadn't, but I downloaded them and was addicted. For me, it was the perfect way to practice for multiplayer.
--------------------------------------------------------------------------------
Epic had to tell the world that a new era for the company was about to begin. Pinball tables and carrot-munching jackrabbits need not apply.
--------------------------------------------------------------------------------
So the next day, I found the phone number of Steve Polge who created them, called him, and he was hired within a month as our artificial intelligence guy."
Other employees would be hired in a similar fashion, usually based on their previous work published on the Internet. At the same time, this process of hiring the best of the Internet would lead to a development team scattered all over the world. Schmalz and his core group of artists would be branded as Digital Extremes and remain in Canada, but everyone else was all over the map - from the Netherlands to the US to Canada to France. As the team started to ramp up, members would communicate via e-mail and phone to discuss their vision for the game. Just as the team was growing, the game was turning into Epic's largest project ever in terms of resources and investment. It deserved a huge push and Epic knew it - Epic had to tell the world that a new era for the company was about to begin. Pinball tables and carrot-munching jackrabbits need not apply.
Mark Rein
The Hype Begins
Mark Rein, Epic's VP of marketing and former president of id Software, knew the team had something special brewing. He wanted to show the world what was in development and chose the 1996 Electronic Entertainment Expo as the venue. So, in a suite at the Marriott in Marina Del Ray, CA, Rein, Sweeney, Schmalz, and Bleszinski premiered the game technology. Promoting the use of the MMX processor from Intel for enhanced visual effects on a computer monitor that sat near an open window with palm trees swaying in the background, they demonstrated the technology to the press and a select group of industry insiders. Although there wasn't much of a game to be shown, the visuals were very impressive - colored lights illuminated the environment and blended with each other. And the editor shown by Bleszinski was truly revolutionary, making level-building virtually a point-and-click process. These demos would continue for the next two years as Rein and PR manager Craig Lafferty churned out more and more buzz and hype about the game.
The Name of the Game
But what would the game be called? The developers fought forever about names, going through a number of options including Sin and Dark Earth - ironic, considering the fact that two PC games have since taken those names. Finally, "Everyone gave up," says Schmalz, and they settled on the pompous name Unreal. In retrospect, the name couldn't have been better - it was cocky, memorable, and indicative of the team's confidence that it was pushing into uncharted territory.
The first big wave of public interest in Unreal came in late 1996 when PC Gamer ran the first preview of the game.
--------------------------------------------------------------------------------
Eventually, in early 1997, Epic would give the biggest demo possible to none other than Microsoft CEO Bill Gates.
--------------------------------------------------------------------------------
Epic basked in the glow of the publicity, but promoting its new title at such an early stage proved to be a double-edged sword. The developers were creating incredible expectations for Unreal and building the hype to pressure-cooker levels. According to Rein, it was a necessary evil. "To attract publisher interest, it was necessary for little Epic MegaGames to go out and show off its technology," he says, recalling the initial PR blitz. "If we hadn't done that, our deal would have been half of what it is. The good thing is that we always had these expectations standing over our shoulders keeping us honest, but the bad thing is that we showed our cards to the world ahead of time."
Bill Gates requested, and was granted, a secret meeting with the creators of Unreal.
The 51 Billion Dollar Demo
Showing their cards to the world ahead of time would present a number of intriguing demo experiences for the Unreal team members. They had potentially revolutionary graphics technology at their fingertips and everyone wanted to see it - from the biggest software publishers in the industry down to cult-heroes such as John Carmack and John Romero. Eventually, in early 1997, Epic would give the biggest demo possible, to none other than Microsoft CEO Bill Gates.
This top-secret meeting - never before revealed to the public - took place inside the Microsoft compound in Redmond, WA. Rein and Sweeney met with Gates and a number of his leading developers to show them what they were doing with Unreal. After Sweeney discussed the technology and Rein ran a demo of the game, they sat down with Gates one-on-one to discuss their work. "He was really very gracious and complementary of the game," remembers Rein. For Sweeney, "Showing Unreal to Bill Gates was a very cool experience, and it drove home the point that if you work very hard for many years and strive to be one of the best in your field, you really can get there and see some great opportunities."
By the time the team had demonstrated the game to Gates, Unreal didn't have a chance of becoming a Microsoft product. That honor had already been bestowed on GT Interactive, who signed a multimillion dollar deal for the game in mid-1996. Based on Epic's huge investment in Unreal - self-funding it for over a year and a half - signing a publishing deal was a necessary step toward finishing the game. "At some point we probably would have run out of money to develop Unreal had we not signed a deal," says Rein. "It was a huge project - our biggest ever in terms of time, money, and human resources."
Just how did GTI get the rights to Unreal? In mid-1996, Jim Perkins, then president of software publisher FormGen, visited Rein at his house outside of Toronto, Ontario, and saw Unreal.
--------------------------------------------------------------------------------
"Based on the engine and Epic's vision, I believed it had triple A potential"
- Ron Chaimowitz,
GT Interactive chairman and CEO
--------------------------------------------------------------------------------
(FormGen was later acquired by GT Interactive, and Perkins now serves as senior VP, artists and repertoire.) Perkins recalls, "The Unreal game system and editor totally blew me away - it was gorgeous and well ahead of anything I'd seen before in terms of beauty, speed, and ease-of-use." Remembering when he first demonstrated the product to Perkins, Rein says, "He told me point blank, 'We really want this game, and we are going to give you the best deal you can get.' That was on a Monday, and on Wednesday, we signed a tentative deal with them for Unreal."
The first shot of a level called Bluff Eversmoking. This level, including the Manta creature, made it into the final game.
Although the deal was quickly closed, Rein recalls that, "We actually had one publisher offer us more money than GT for Unreal, but we were more comfortable working with GT - it owned the genre at that time with games like Doom, Quake, Duke Nukem 3D, and even Spear of Destiny."
At GT Interactive, chairman and CEO Ron Chaimowitz first saw Unreal back in 1996. "Based on the engine and Epic's vision, I believed it had triple A potential," he explains. "The graphics, expertise of the team, and the promise to have an editor by which anyone could easily design their own levels appealed to GT." So the deal was struck for Unreal, even though the game had just barely begun hard-core development. As Chaimowitz said - the vision was there, but now that vision had to be made into a reality.
Virtual Development
Gradually, the Unreal team had grown from the core group of three in Rockville, MD, to what eventually totaled a dozen-plus developers spread out all over the world. While Sweeney worked on the engine and editor in Maryland, Bleszinski designed levels from his home base in California, and Schmalz worked with his team at Digital Extremes on art, design, and scripting in Canada. The level designers and technical specialists were even more spread out on the globe - some from places as far away as the Netherlands. Although this "virtual development" team worked well together, its face-to-face contact was extremely limited. For instance, Dave Carter, the Chicago-based lead animator for Unreal, was hired completely over the Internet on the strength of a single animation demo. "Believe it or not," Schmalz remembers, "I didn't meet Dave [in person] until we had worked together for two straight years."
--------------------------------------------------------------------------------
"Believe it or not, I didn't meet [lead animator] Dave Carter until we had worked together for two straight years."
- James Schmalz
--------------------------------------------------------------------------------
While the concept of creating a topnotch, blockbuster game with a virtual development team was appealing to Epic and Digital Extremes, it would prove onerous once the project kicked into full gear. "At the start, it wasn't too bad because we all did our separate things," says Schmalz. "But once the team really built up - during the last year or so of development - we realized that the coordination was too hard with more than a dozen people working at different locations around the globe. When I'd be going to bed in Canada, someone in Europe would just be waking up."
Third Time's a Charm
Almost inevitably, progress on the game began to slow. The virtual development scheme was a primary culprit, but other factors also contributed to Unreal's now-legendary delays. As previously mentioned, the fragile work of designing a game based on an unfinished piece of technology was cumbersome and time-consuming. "It's truly the toughest thing for a developer to do," says Rein. "How do you design a monster for a level that isn't even in the game yet?" asks Bleszinski. "It was very frustrating, but also a learning process for everyone involved."
A castle level created for the game, but never used in the final version.
This learning process would lead to much wasted effort. A perfect example was the team's work to create rich visual textures for the levels, similar to the Riven-esque environment it had originally envisioned. "We started off by just taking digital pictures of textures such as rock and stone and using them, but we were pretty wrong about that working," recalls Bleszinski. "We ended up using those as a base but had to do lots of modifications to them so they would look good in the engine." In the end, over 5,000 textures were created for the game. Only about half of them were ever used.
The high standards of the Epic team would also cause delays. "The rule was that only the coolest stuff gets in," says Bleszinski. "If there was a creature that wasn't as good as some of the other ones, it was out. Theoretically, we could have made two or three games out of all the content we created. We just wanted the best stuff in there."
Finally, the game's technical innovations took longer than expected to complete, particularly the scripted, in-game cut-scenes that would eventually produce Unreal's spookiest moments. These dramatic interludes - such as the early level scene where the lights suddenly cut out, the music changes, and Skaarj warriors leap from the darkness and attack the bewildered player - are what truly separates Unreal from its competition. "[This type of] drama is really tough to do," says Bleszinski, "because you have to account for all the possibilities. For instance, if a Nali Alien is scripted to get killed by a Skaarj, you must account for all the possibilities - what if the player goes and stands between them, or what if he kills the Nali before the Skaarj gets to him? I think everyone underestimates how difficult it is to program those elements into a game."
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