Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.


Gamasutra: The Art & Business of Making Gamesspacer
Postmortem: Epic Games' Unreal Tournament
View All     RSS
June 17, 2019
arrowPress Releases
June 17, 2019
Games Press
View All     RSS








If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

Postmortem: Epic Games' Unreal Tournament


June 9, 2000 Article Start Previous Page 4 of 4
 

Where We Go from Here

The things that went wrong are, all in all, much less significant than what went right. Unreal Tournament could have benefited from a more focused initial design and a more solid ship date, but it turned out to be very polished and a lot of fun. Many of the factors that worked in our favor, like timing, also worked against us to some extent. "What went wrong" is a good way of looking at what we could have done to make Unreal Tournament even better.

Epic has developed some pretty clear plans of where we want to go from here. We've been working on free content to release to support Unreal Tournament. We are also looking into doing some kind of Playstation 2 version of the game. After that, we want to focus on an entirely new engine technology for the PC. In the short term, Jack Porter is working on his terrain system and Erik de Neve is putting the finishing touches on the skeletal animation system. Tim Sweeney has been developing an entirely new programming language to support the next engine, with some very powerful features such as parameterized functions.

Unreal Tournament served as a good learning tool for the team. We have a good idea of what processes we need to adopt to produce larger, more story-driven games in the future. We see Unreal Tournament as a good lesson in how to organize a team and produce a game in a short amount of time. The team has grown socially, and everyone is much more experienced in the process of game development. We feel very prepared to face the upcoming challenges and, hopefully, to continue to be seen as innovators in the industry.

Brandon "GreenMarine" Reinhart is a 21-year-old programmer formerly with Epic Games Inc. Unreal Tournament was his first game after being recruited by Epic from the Unreal and Quake 2 mod community. He is obsessed with games, game programming, and game design. When he isn't playing games, he can be found reading Michael Moorcock, painting miniatures, or listening to the latest in Norwegian black metal. Blodu Ok Jarna!

Unreal Tournament

Epic Games Inc.
Raleigh, N.C.
(919) 854-0070
http://www.epicgames.com

Digital Extremes
London, Ontario, Canada
(519) 657-4260
http://www.digitalextremes.com

Release date: November 1999

Intended platform: Windows 95/98/NT, Linux

Project budget: $2 million

Project length: 18 months

Team size: approximately 16 developers

Code Length: 350,000 lines of C++ and UnrealScript

Critical development hardware: Pentium II 400s with 256MB RAM and Voodoo 2 or TNT-based cards

Critical development software: Microsoft Visual Studio, 3D Studio Max, UnrealEd


Article Start Previous Page 4 of 4

Related Jobs

Gear Inc.
Gear Inc. — Hanoi, Vietnam
[06.15.19]

Technical Director
Legends of Learning
Legends of Learning — Washington, DC, District of Columbia, United States
[06.14.19]

Senior Unity Engineer - $140k - Remote OK
Wargaming.net
Wargaming.net — Chicago, Illinois, United States
[06.14.19]

Server Engineer
Wargaming.net
Wargaming.net — Bellevue , Washington, United States
[06.14.19]

UI Engineer





Loading Comments

loader image