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Tycho
Wanna-Be Webmaster


Joined: 17 May 2003
Posts: 1041
Location: Grand Rapids, Michigan

PostPosted: Mon Jan 03, 2005 12:48 am

Well as promised I have some very good reading for you this Monday. Today is the debut of Part Three of the History of Unreal Tech. I recently got to add a little more to the intended article because of new interviews with some of the creative team. For example this is from Pancho Eekels of Digital Extremes.

    What limitations did you have when designing them for UT1?

    Frame rate. I was always too afraid of making it run too slow. Back then I did not know that you could do a lot with even the simplest of shapes and lighting. I also had a hard time with making the landscape more natural looking. Inexperience was my limitation when it came to mapping.

    But luckily it turned out to be good thanks to Tim Sweeney. He thought that my first attempt of the first outdoor level sucked and rightfully it did. So I had to start over again and i then made Nyleve Falls. Nyleve Falls in Unreal sparked so many discussions. It made a point that, yes even an fps shooter can have romantic overtones in where for just a moment you can be lost in a virtual world and stare at it in wonder. Then you can go blow everything up and kill the little Nalangaroos hopping around. Yes!
Interested in reading more? Well then head on over and see what you think of Part Three!
Burgess
UO Staff


Joined: 17 May 2003
Posts: 542
Location: Almost Heaven WV, USA

PostPosted: Mon Jan 03, 2005 12:35 pm

Good read!

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"Power without perception is spiritually useless and therefore of no true value." - Ryuukin Father to Ken, Jagi, and Raoh
Plumb_Drumb
Ultimate Fanboy


Joined: 08 Jun 2003
Posts: 856
Location: Denver, CO

PostPosted: Tue Jan 04, 2005 8:27 am

definitely.
Retodon8
UO Noob


Joined: 21 May 2004
Posts: 22

PostPosted: Tue Jan 04, 2005 9:23 pm

Thanks for the article, and the previous 2 of course!

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Retodon8
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