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By
Jason
Leighton and Craig Derrick
Gamasutra
October 8, 1999
This
article originally appeared in the October, 1999 issue of:

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Features

Outrage’s
Descent 3
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.
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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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