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By Jason Leighton and Craig Derrick
Gamasutra
October 8, 1999

This article originally appeared in the October, 1999 issue of:
Game Developer

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Features

Outrage’s Descent 3

Contents

Introduction

What Went Right

What Went Wrong

The Team

Jason Leighton likes to kill time by complaining about the horrid Michigan weather cycles. When it is actually nice outside, he complains anyway. To hear his weather woes, or if you just want to talk about game programming, write to jason@outrage.com. Your e-mail is important to him, but may be monitored for quality assurance purposes.

When Craig Derrick isn’t off buying DVDs, he’s often writing to Jason Leighton about his weather woes and trying to convince him that all he really needs to do is to stop programming and go outside. If you need a motivational speaker or if you have a problem and no one else can help, write to craig@outrage.com.

Descent 3
Outrage Entertainment
Ann Arbor, Mich.
(734) 663-9120

Release date: June 1999

Intended platform: Windows 95/NT/98

Project budget: $2 million

Project length: 31 months

Team size: 19

Critical development hardware: Intel Pentiums and AMD K-6 II processors. Each machine was equipped with a hardware accelerator and at least 64MB of RAM.

Critical development software: Photoshop, 3D Studio Max, Lightwave, Microsoft Visual C++ 4/5/6; rendering APIs used include Sourcesafe, OpenGL, Direct 3D, and Glide; Direct Sound, Aureal, and EAX were used for the game audio.


 

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