Postmortem: Outrage's Descent 3
October 8, 1999 Page 4 of 4
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 [email protected]. 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 [email protected].
Ann Arbor, Mich.
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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