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What is your role on the project? What do your day-to-day tasks involve?

The original name was actually something I came up with in a minute or so. Just to have a name attached to the project. Designer Hans Kleinenberg came up with the idea of getting a name change for a re-brand of the project, and the community was invited to come up with suggestions for the name. We ultimately decided to go with the name “Duke Nukem 3D: Reloaded”, since it stays true to “Duke Nukem 3D” and symbolises a new vision for the game. We’re all pretty happy with it.

How did you settle on the name Duke Nukem 3D: Reloded?

Have any problems appeared that didn’t you didn’t expect?

I’m the Lead Manager behind the project. My day-to-day tasks are making sure that everyone is working on the stuff they are supposed to. I have Skype meetings with the different directors of the project, such as the art director and the tech director. We discuss the general direction of the game, the team members, etc. I also spend a lot of time with the level design and level design document, since I’m also in the position of being the lead level designer.

Yeah. The time is takes to get people hired, going through more than 300 applications, and getting people to work on the right things. Some people not getting along has also been quite a challenge, which I feel like producer Galo and I have handled as good as we could. But that’s the nature of things. Not everyone agrees on the same things - an But the project has a “general direction” which the team members need to follow.

Of all the games to remake, why choose Duke nukem 3D? And what made you do it?

Duke Nukem 3D is one of my favourite games of all time, but the true reason is Duke Nukem Forever. I have waited for Duke Nukem Forever for 13 years of my life. I even pre-ordered it, and remember standing in the local computer shop with two pre-order receipts in 2000. One for Duke and one for Command and Conquer: Tiberian Sun. According to the store, they were supposed to be released on the same day.

How did you go about getting permission from its owners, Gearbox Software? When Gearbox got the legal rights for the Duke Nukem intellectual property, my interest was re-sparked. I did a few test maps to show them what the project would look like. Apparently they were very interested, and gave me a personal license to Duke Nukem. And here we are - in full production. While thinking it looked cool, it wasn’t up to them -- it was up to Take-Two. Knowing that 3D Realms didn’t have the best connection to Take-Two, I wrote an email to one of Gearbox’s PR people, Adam Fletcher. I sold my soul to the guy, coming up with all kinds of reasons for why this was a great idea.

What’s been your biggest challenge so far? The biggest challenge has been to be “realistic”. I don’t want this project to become another Black Mesa Source. I want results in a reasonable timeframe, and I want to show people something amazing. That’s why we’ve decided to do a one map multiplayer test, with limited weapons and characters. To get the “frame” of the game finished and making sure it works before we get into the single-player component.

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Adam Meadows  

Q1 - 2011 reviews & features £3.50 Issue 10 Game Design Seminar The Progress Report: Final Fantasy XIV letter from the ed Portal 2 Revie...

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