![]() ![]() There was also a back room office where 3DRealms showed the demo interactively, plus some other engine "tricks." This gains Paul Schuytema's version of Prey a "best of show" award from Computer and Net Player magazine. In late June, Prey shows up at E3, with a non-interactive demo which only repeated once every 15 minutes, on a single computer on the floor. It also gives the mapper direct control over every single polygon in the map. The editor uses theĮngine directly, so a mapper gets to see the results of his work instantly. By early summer, Preditor has evolved into the most advanced 3D level editor of the time. On May 30, Loyal Bassett joins 3DRealms from Microsoft as a programmer for the Prey character system. 3DRealms releases Matt Wood's deathmatch-only Quake map which led them to hire him. He and William begin communicating on ways to improve Preditor even further. On April 24, 3DRealms hires Matt Wood as the first full-time mapper, and he starts creating intense environments. It runs so smoothly, people think it was a pre-rendered AVI. ![]() In late April, the first public Prey demo is unveiled at CGDC (the Computer Game Developer's Conference) in San Jose. According to it, the development team had been "stalling", all screenshots had been "faked with 3D Studio by Scott McCabe and Allen Dilling", and the Prey engine "could only show polygons, and was struggling at that too". On April 1, a joke update, purportedly by Paul Schuytema, is published. 1997: On January 9, 3DRealms files a trademark application for the name Talon Brave.In November, two possible names for the main character are proposed: Ravin Brave and Justice Black Claw. The new engine is made to run under 3Dfx with 16 bit art and colored lighting, while the game gets converted to Paul Schuytema throws out all the old Prey stuff and starts rewriting the Prey story. On October 21, 3DRealms reveals the arrival of Paul Schuytema as the new project leader for Prey. In August, a few members of the Prey team leave the company. On July 19, a moratorium on new screenshots is put in place, as the engine is being rewritten. At the same time he rewrites "Preditor", the in-house editor William Scarboro rewrites the engine again, specifically for hardware (3Dfx first). About mid year, the Prey team decides to support hardware acceleration only. More Prey screenshots are released in the Duke Nukem 3D CD. The team still isn't happy with the engine, because the lighting "just isn't quite right". On May 10, support for 3D acceleration is implemented and the first "high resolution" (meaning 640x480) screenshot is released. Work continues on the MS-DOS and Windows 95 versions of the editor. On April 5, the team publishes a prank screenshot where the engine is touted to reach "258 frames per second on a 486". On March 8, network code is implemented into the first iteration of the Prey engine. Tom Hall works on his own Prey Bible, where the character is simply named Prey of Earth. 1996: In February, Don Allie, Doug Wood, and David Demaret join the Prey team.3DRealms releases the first batch of Prey screenshots. After 3 or 4 months, William Scarboro has a true 3D texture mapped and lit engine up and running. The team starts writing their first 3D engine. Tom Hall is the project leader William Scarboro is the lead programmer. 1995: Right after the release of Rise of the Triad, 3DRealms decides to make a "dark Sci-Fi game" and starts the concept for Prey.Links: Archived versions of articles about Prey and its development during the years.The Linux port of Prey (executable only). Files: The demo of Prey, for Windows, Linux and OSX.Weekly updates going all the way back to 1996. Paul Schuytema's complete plot for the 1998 version of Prey. plan updates, press releases or interviews. Text Docs: Statements by developers posted in forums.Audio: Early recordings for Talon Brave, Domasi Tawodi and Enisi, audio podcasts.Videos: Trailers, promotional videos for the game.Concept Art: Sketches or renders of individual characters, objects or locations, ordered by year.Screenshots: In-game scenes released by companies or individuals who worked on the game, ordered by year.Here you will find absolutely everything that was released on the Internet by 3DRealms, Human Head or individual developers, during the long process of getting the game done.įor your convenience, this site is split into sections. Welcome to the Prey Museum, the most complete archive of material regarding the development of Prey, documenting the history of an underrated 3D Realms production, developed from 1995 to 2006.
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