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by Stuart Denman
Gamasutra
April 18, 2000

This article originally appeared in the
March 2000 issue of:

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Features

 

 

Contents

Origins of the Team

What Went Right

What Went Wrong

Onwards to the Next Projects

Onward to the Next Projects

Drakan’s development was a bumpy ride, but it went suitably well considering it was the first game developed by an inexperienced team. Even with some of the schedule slips that occurred, the great design, art, and programming kept the project going strong. Drakan has been a great learning experience for the team, and the careful evaluation of our past mistakes has helped us in the development of our current projects. Drakan was recently named PC Game of the Year by several popular magazines, and it has sold very well. If Drakan showcases what this team is capable of in our first project, it will be very exciting to see what we are capable of in the future.

Stuart Denman was the lead programmer on Drakan and is a co-founder of Surreal Software. This was his first “real” job following four years as a student of computer engineering at the University of Washington. After scouting around Europe on a post-Drakan vacation, he is currently back at work developing Surreal’s next 3D engine technology. He can be reached at stu (at) surreal (dot) com.

The Drakan team: Front row, from left to right: Satish Bhatti (network programmer), Tim Ebling (programmer), Todd Andersen (designer), Susan Jessup (artist), Louise Smith (artist/animator), Andre Maguire (designer), Mel Guymon (lead animator), Tom Vykruta (programmer).

Middle row: Shaun Leach (programmer), Armen Levonian (programmer), John Whitmore (designer), Greg Alt (programmer), Heron Prior (animator), Tom Byrne (artist).

Back row: Stuart Denman (lead programmer), Scott Cummings (animator), Boyd Post (sound engineer), Alan Patmore (lead designer), Hugh Jamieson (character artist), Mike Nichols (lead artist), Hans Piwenitzky (artist), John McWilliams (designer), Nick Radovich (business/sound).

Not pictured: Joe Olson (artist), Duncan (designer), Isaac Barry (designer), Ben Olson (artist).

 

Draken: Order of the Flame

Surreal Software Inc.
Seattle, Wash.
(206) 587-0505
http://www.surreal.com

Release date: August 1999

Intended platform: Windows 95/98

Project budget: $2.5 million

Project length: 28 months

Team size: 23 full-time developers, 2 sound and music contractors

Critical development hardware: Pentium II and AMD K6-2 (3DNow!), 200 to 450MHz, 128MB RAM with Nvidia Riva 128 and TNT, 3dfx Voodoo 2 3D hardware. Artist workstations: Wacom tablets.

Critical development software: Windows software, Programming software: Microsoft Visual C++ 5.0 and 6.0, Visual SourceSafe 5.0, Intel VTune 2.5, InstallShield International 5.0. Art and animation software: Softimage, 3D Studio Max, Adobe Photoshop, In-house modeling and texturing tools. Sound and music: Sonic Foundry Soundforge, Emagic Logic Audio

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[Back to] Origins of the Team


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