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20 Years Of Evolution: Scott Miller And 3D Realms
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20 Years Of Evolution: Scott Miller And 3D Realms

August 21, 2009 Article Start Previous Page 10 of 10

With your new side company, Radar Group, it seems like you're taking an impresario/producer sort of position with other developers, similar to what you've done with Apogee.

SM: Basically, the whole time that Apogee/3D Realms has been in business, we've done a lot of work -- most of our work in fact -- with external development groups. So I have a lot of experience doing that. This includes games like Max Payne and Prey -- games where I had a very hands-on role, coming up with the key game ideas like bullet time, and so on. I played a key role in all these external games.  Radar takes that idea and is building a whole company around it.

Also, Radar's approach includes not only making concepts that work for the video game market, but concepts that will also work for the linear market -- specifically films. Max Payne is a really good example of that.

When I was working with Remedy back in 1997 and we were first brainstorming Max Payne, I had a big talk them about, "We need to be thinking bigger than just games, guys. We need to develop a game that has a strong enough character and story that Hollywood is going to come to us and want to make a film out of it." And so, we built the game with that idea in mind. Everything was run through the filter of, "Is this a good enough idea that Hollywood will like it too?"

The Max Payne movie came out last October, so that approach did pay off for us, and there is a Duke Nukem movie in pre-production right now.

The goal with the Radar projects is to build all of our game concepts to be that way from the beginning. Radar has a sister company called Depth Entertainment, which is run by a Hollywood guy -- his name is name is Scott Faye. He was the lead producer in the Max Payne movie. His job is to work with Radar, to help develop all these new concepts to where they have both game hooks and film hooks in them. 

Each side of the equation, both the game side and the film side, has specific needs, so if you can think of these needs from the very beginning, you really help yourself out in the long run to be successful in both arenas. Doom, for instance, wasn't really thought out as anything more than a game property.

So there was no real story to make a great movie out of it.

SM: There's no really good character or anything. Had they thought about that properly from the beginning, most likely the Doom film franchise would've been a lot stronger. That's really what we are trying to do with Radar -- just make sure that all of the big new concepts we come up with, and games that we come up, will also be potentially very strong on the film side.

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Article Start Previous Page 10 of 10

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