SWAT3 was a large project. We overcame some difficult obstacles and shipped a quality game in a relatively short amount of time. The US version shipped in November, and the foreign versions a couple of weeks after that. The game had only a few minor bugs, and no show-stoppers. We’ve recently released a patch that fixes those bugs and includes a comprehensive tutorial and other information to supplement the manual. The game has received some excellent reviews, and we’re excited that so many people enjoy playing it.
We made a good decision holding off on multiplayer. We’re working on it now and are planning to add many more gameplay options than we originally intended. It’s coming along very nicely, and everyone’s really excited about it.
SWAT 3: Close Quarter Battle
Release date: November, 1999
Intended platform: Windows 95/98/2000
Project budget: $2.2 million
Project length: 18 months
Team size: 20
Rod Fung, producer; Tammy Dargan, designer; Cyrus Kanga, art director; Jim Napier, lead programmer; John D. Anderson, programmer; Gary Spinrad, sound designer; Mark Sigel, artist; Jeff Lane, artist; John P. Anderson, artist; William Todd Bryan, artist; Mark Nicolino, artist; Robert Munsil, artist; Travis Brady, artist; Max Braun, artist; Michael Chaves, artist; Brian Johnston, programmer; Michael Stahl, programmer; Jim Edwards, programmer; Cade Myers, QA lead, Jimmy Kowalski, artist; Paul Balon, programmer
Development hardware: Pentium III 500, 3D accelerator, 128MB RAM
Critical software: Visual C++ 6.0, 3D Studio Max, Character Studio, SourceSafe, Photoshop 5.0, Worldcraft, DirectX 6.1
Jim Napier was SWAT3's lead programmer and wrote the game's graphics engine and networking code. He's now at Microsoft leading the development of a new XBox title. He spends his spare time playing Total Annihilation and trying to convince his wife why it's good for his career. While he's waiting for his Buzzsaw to finish building, he checks his email at email@example.com.