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Given the short timespan and the constant distractions of relocating a 15-man team, it's perhaps even more impressive that Polge managed to create bots that could barely be distinguished from human players. But he got around to doing it eventually, and it was amazing, recalls Cliff.
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Steve spent a long time figuring out how to get office space for us in Raleigh and finding everyone houses, instead of working on the Al. So we had to develop the game amid this immensely bizarre situation where we were relocating 15 people and trying to find them houses.Įnter Steve Polge, the man whose input would ultimately not only bring stability to the Epic team, but more importantly, set Unreal Tournament apart as unarguably the most lifelike shooter of its generation. "Unreal Tournament was developed during the whole transition when Epic was moving from Canada to Raleigh, North Carolina. To be honest, the development of Unreal Tournament was immensely easy, but only once we'd sorted out our new offices, recalls Cliff Bleszinski. However, things weren't quite so straightforward for the Epic team. It was one of the smoothest developments we ever had, remembers Schmalz, of Digital Extremes' dealings with the project.
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UT was to prove one of the smoothest projects that either Digital Extremes, (responsible mainly for the artistic side of development), or Epic (who provided the engine, Al and level design) had ever worked on. Unlike the majority of game development projects. As for the rivalry, we just hoped enough people would like UT." Raleigh Together People saw the cool stuff that we were doing with it and it really brought a lot of fans onboard and got a lot of people excited about the project.
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I think that all changed when the demo came out. A lot of people were looking forward to Quake III, and most had dismissed Unreal Tournament as we'd onginally announced it as an add-on pack.
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The scene was set for perhaps the biggest face-off in PC shooter history, a battle of David vs Goliath proportions that would see the gaming public's loyalties divided like never before.Ī lot of people didn't even have UT on their radar, recalls James Schmalz, Unreal Tournament's co-designer and weapons designer.
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Quake III: Arena, which by a twist of fate was set to ship almost simultaneously with Unreal Tournament. Of course, one massive obstacle stood in the team's way - the feverishly anticipated multiplayer titan. and unleash it on the market as a new franchise.
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Then one day, Mark Rein (CEO of Epic) sat us down and said that he thought it should be its own product, at which point we renamed it Unreal Tournament."Įpic's idea was simple make a great multiplayer game in collaboration with Canadian development team Digital Extremes, full of different game modes, levels, mutators, weapons and some smart Al. We started working on one with Digital Extremes and called it The Bot Pack" explains Cliff Bleszinski, co-designer and lead level designer on the game. "When Unreal shipped it had broken network play, so we decided we needed to make an add-on pack that had good multiplayer. They got off to a solid enough start with 1998's visually impressive single-player FPS Unreal, which shipped with a handful of (as it turned out, unusable) multiplayer options. For years, the guys and gals at Epic and Digital Extremes had cast envious yet respectful gazes up at their id idols, hoping to one day emulate the legendary developer's success.