March 18, 2008

Scott Miller on Radar Group, Prey 2, and more

Some pretty exciting news broke yesterday that will be of interest to 3D Realms fans. Formally announced yesterday are two new ventures that 3D Realms is involved in, those being the Radar Group, and Depth Interactive. What are these? Well, to answer that, we'll go straight to Scott Miller, the founder of Apogee / 3D Realms, and the Chief Creative Officer of the Radar Group:

Q: First, the obvious question: What is Radar Group?

Scott Miller: Radar Group is neither a publisher nor a development studio. We're something new. We believe that the best ideas in the game industry are original ideas, and so we will incubate, nurture, co-design and co-produce ideas that are tailor-made for the game industry, versus using existing licenses from other media. Think of us as the anti-Brash. lol!

Not only are we something new, we're something our industry desperately needs. Radar will team up with many of the industry's top independent studios to help them create original IP in which they own a substantial ownership stake. Why is this important? Because in today's industry it's nearly impossible, unless you're Epic or Valve, to create original games and not give away full IP ownership to the publisher. Radar believes that creators should share ownership, and all of the long-term benefits that come from that.

Another key part of the Radar plan is that all of our projects are built around a rich storyverse. Think about properties like Star Wars, Harry Potty and Lord of the Rings. All of these fictional creations have a vast and deep storyverse that can support numerous stories, with numerous compelling characters. Quite simply, a storyverse is the possibility space for stories, and all of our projects are being developed as a storyverse that can then support not only games, but linear media, too, like film, comics, TV, novels, webisodes, and so on.

Radar has every intention of leveraging our games in these other media, through our sister company based in Los Angeles, Depth Entertainment. The Max Payne film, currently filming in Toronto, is Depth's first production, by the way. Depth will specialize in respectful, high-quality game-to-film adaptations.

Q: Is there anything that you wanted to tell our readers about Radar Group or any of its titles that we hadn't hit on yet?

Miller: In part, Radar is an extension of 3D Realms' long history of working with external teams to co-create hit games, going back to 1990 when we teamed with Id Software on Commander Keen and then birthed the FPS category with Wolfenstein 3-D. It's not as well known that we were also involved with the inception of Descent, funding that game and giving design guidance for its first 16-months, before selling the publishing rights to Interplay. And then of course we played a huge role in Max Payne, working with Remedy, and also Prey, working with Human Head. If you include Duke Nukem into the mix, all of these franchises have sold over $1.1 billion at retail.

Scott also spoke in some detail about Prey 2, giving some previous unknown detail about that title.

IGN: Prey is obviously the most well-known franchise of the bunch. Since the original's release, we've also played a little game called Portal. Has said title's use of portals influenced how the technology is being used in Prey 2?

Miller: Absolutely! While Prey pioneered the portal concept, Valve's Portal took it to an all-new level. It really shows what you can do when you focus on a single core cool gameplay concept. So, while Portal impressed the heck out of us, it has also inspired us to return the favor to Valve and hopefully leap frog them as they did us. We believe we have new ideas for portals that will keep the portal race interesting.

In the original Prey, the lead character, Tommy, was too reluctant, and didn't realize his hero status until late in the game. So, in the new game we're making him a hardened, take-charge character who's learned fast from his previous experience, and ready to accept his status as a galactic savior. We're definitely beefing up the combat—expect more enemies onscreen simultaneously versus 3-4 in the original—as well as the spirit powers. And while the original was too much of a corridor shooter, Prey 2 will have much more variety and wide-open areas: think CoD4 to get a good idea of what we're shooting for in terms of open-world look and feel.

Scott also talks about the other previously announced title, Earth No More, in addition to a new title that had not been mentioned before, "Incarnate".

The quotes above are taken from a lengthy interview over at IGN where Scott talks more about Prey 2, the Radar Group, and other things you will definitely want to read. Head over to IGN and check out the full interview. For further details, make sure and check out Scott's blog at the Radar Group website here.

One final note about this announcement. It does now mean that Prey 2 & Earth No More, which had previously been announced as 3D Realms titles, are now no longer so. These are Radar Group titles. Before anyone asks, this won't affect Duke Nukem Forever. Duke Nukem Forever remains a 3D Realms title, and all this Radar stuff will not affect DNF in any way, as none of the internal DNF 3D Realms staff is working on any Radar titles, other than Scott Miller in an advisory fashion.

These titles look and sound quite exciting, you'll want to keep your eyes on the Radar Group website for all the latest!

Posted by Joe Siegler at 11:30 AM | Discuss this story on our forums


July 20, 2007

Zap! Some History Resurrected

Apogee Software was founded in 1987 by Scott Miller in the bedroom of his parents' house. He ran it there by himself for quite some time as a very small "mom & pop" type organization, until it became what it is today. Anyway, one of Scott's friends growing up was George Broussard. The two of them used to do all kinds of things before they became involved in video games. Worked at burger joints, miniature golf courses, but one other thing they did was manage video arcades. Kids who grew up in the early/mid 80's should remember the huge popularity of video game arcades. Another thing that was popular then were books on how to beat video games. This was something that was not lost on Scott & George, and the two of them set out to strike it rich with their own book on beating video games.

The book was titled "Shootout: Zap the Video Games", and it was released in 1982. Here's a few words from Scott (from an old plan file update) on the book, and the thought behind releasing it.

In '82, we formed the NVGPA (National Video Game Players Assoc.), and we were writing a newsletter, but then the opportunity came for us to write a strategy book on how to beat the top arcade games of the day, so we pursued that. too. We really thought the book was going to make us rich. I remember running the book's potential sale's figures though my mind: In each of the top 250 cities there must be a least an average of 10,000 game players, and if just 100 of them bought our book that would be 25,000 sales, plus in all the remaining cities we should count on at least 5 more books sold in each, which should add another 25,000 sales. And with each sale George and I get $1 each. Wow, that's more money than we can make in 5 real years of work--we'd be rich!

This book is virtually impossible to find, as only a very small number of copies were printed. If you want to try and track down a physical copy, the ISBN number for the book is 0941982017. If you are successful in doing that, we'd like to know how and where you actually found one.

Today in honor of the 25th anniversary of the book being released, we're bringing you a file you can download to check out. Scott sacrificed one of the few known existing copies left so we could scan it in, and make it available online. The few copies that survive aren't in great shape, but are good enough to be readable, so without further adieu, you can click here to download an 11Mb pdf file. If you don't have a pdf reader, go grab the Adobe Reader, it's free.

A few other notes.. The book mentions the NVGPA that Scott talks about, including a form you used to be able to mail in to join. Don't do that. It doesn't exist anymore. Also, unlike other books that have turned up on the Internet this week in pdf form, nothing exciting happens on page 631. ;)

Posted by Joe Siegler at 5:15 PM | Discuss this story on our forums


June 8, 2007

Scott Miller Interview

Don't quite know how we missed this one, but we want to draw your attention towards a really good interview with our own Scott Miller over at the newly relaunched Adrenaline Vault site. The interview (with an oh so exciting title of "Interview with Scott Miller") is quite good, and has some interesting, up to date thoughts with Scott about the 360/Wii/PS3 development situation, future developments at 3D Realms, and what Scott does when not at the computer. Here's a couple of previews from the full interview:

Q: What other major issue facing the interactive entertainment industry has drawn your interest?

A: Generally, the issue of making us care about game characters. This is so easy in TV shows, movies and books, yet so difficult in games. We have an unannounced game that will be a giant experiment toward making characters far more memorable. I think that once we, as an industry, get better at this, games will finally be seen as equal as an art form as other media.

Q: You've been in the industry a long time. Over time, though, people change. At the end of the day, are you still passionate about computer and video games? If so, how do you resolve your love of games with the toil of running a business?

A: The industry is as exciting as ever, if not more exciting than 20 years ago. First, running a business is a minor effort, and I certainly don't deal with the day-to-day activities like accounting, ordering supplies and whatnot. My end of "running a business" revolves around initiating and closing deals with publishers and other partners. In the end, that's a small amount of work. Most of my work is in game design. That's why I'm still so excited about being in the industry, because game design is a creative endeavor.

You'll definitely want to read this to see what Scott has to say. The full interview is available here at Avault.

Posted by Joe Siegler at 1:09 PM | Discuss this story on our forums


November 30, 2006

The Miller's Tale

There's a seriously good interview with Apogee/3D Realms founder and president Scott Miller over at Gamasutra.com. Entitled "The Miller's Tale", this wide reaching interview is definitely worth a read if you are a fan of our company (or even if you're not).

Scott talks about a lot, but some of the bullet points in the interview are publishing and developer issues, working with external teams, 3DR's future console gaming thoughts, digital game distribution, intellectual property issues, and of course, a small bit about Duke. Here's some selected stuff from the full interview:

"GS: What's your approach to a PR situation as the publisher or developer? For example: Prey's release announcement came quite suddenly after quite a bit of silence. Will you take this approach with further releases or was that a decision for just that one product?

SM: Yeah, I think that something like that is how we're going to go in the future, because it seemed like in the early 90s games didn't take that long to make. It seemed cool then to announce a game when you started, because you knew you'd be done in a year or two. Now it's hard to find a hit game that's made in less than two and a half to three years.

GS: You guys are the most prominent at working with different people.

SM: We pioneered it, going back to 1990. id Software was the first studio we partnered with. They weren't even id then, they didn't have a name until I approached them. I asked them if they wanted to try shareware since they were doing so well with the Softdisk thing at the time. That's when they put together the company.

GS: The large majority of games coming out nowadays are console releases. Are you guys planning on focusing more on consoles now or sticking to the PC? I know that you have a history of FPS games which are more PC-centric.

SM: That's true, but going forward, any studio needs to look long and hard at focusing on consoles first. That's where the bigger money's at. Even though our background is in PCs, there isn't any more difficulty now making a console game. It used to be a problem because of the computing power differences between PCs and consoles. Nowadays, it's not that big of a gulf. It really comes down to whether the game idea is good, has good gameplay, technology and story hooks. If it does, then it's going to work on any platform. You just need to keep your controls simple and make sure it's going to work on a console, then it's not a big problem switching over. We're definitely going to be more focused on consoles than PC development in the future.

GS: Speaking of digital distribution, how would you feel about older 3D Realms products, like Duke Nukem 3D, appearing on Xbox Live Arcade.

SM: Yeah, we'd love to see that happen. Microsoft has a pretty tight lid about what they're putting on the system now. They're trying to not hit the same genres over and over again, and since Doom just came out on Live, they probably won't want Duke 3D on Live anytime soon. I've had some casual talks about this, but you never know. We'd like to see that happen, it's just a matter of making it happen."

There's a lot more to read, you'll definitely want to check this all out by reading the full interview today.

Posted by Joe Siegler at 11:47 AM | Discuss this story on our forums


June 26, 2006

The Apogee Legacy #24 - Final Edition

Today we're bringing you the final edition of the Apogee Legacy Interview Series. As this was put together by Joe Siegler, we'll let him talk about the conclusion to the series.

"It's a bit of a sad moment, as this series has been a lot of fun to put together. Apogee has a rich history, being involved in some capacity in over 70 titles in our 19 year history now. I've been here for a long time myself, having seen the majority of these games get released. When Scott Miller originally came up with this idea, I wasn't terribly sure how well it would work, because a lot of the people we spoke with for this series either haven't kept in touch, or we lost track of them, etc, etc, etc... But it worked out well. Managed to reconnect with some folks, including a couple we haven't spoken with as a company in over a decade.

Yes, this is the final edition. It is not the normal edition, as this one is a summary, and has some recollections by folks of the two people who have worked here who have since died; William Scarboro & Dennis Scarff. So let's get onto the final edition."

Of all the people who have worked here (and there's been a lot), we're fortunate that (to our knowledge anyway), they're all still alive. So far only two folks who have worked here have since died. We want to take this time in the final edition of the series to commemorate them.

The Apogee Legacy
Past Pioneers of the Shareware Revolution
Issue #24 - Dennis Scarff

Dennis ScarffFirst up is Dennis Scarff. Dennis is not a name known to most people, because he was not a developer. Dennis took care of some of the business side of things for a few years in the mid 90's. If you look in our older shareware from the late 80's and early 90's, you'll see a lot of them have a listing of foreign retailers, and things of that nature. It was quite hapzardly done (compared to today's standards), and after a time, it was decided we needed someone to coordinate all of that. So Dennis was hired. Dennis was in charge of handling all shareware requests, as well as keeping track of foreign retailers, making sure they paid the royalty money they owed our company, things of that nature. As was said before, he wasn't really known to the public, but he played an integral part of our business side of things at the time.

He was also a tech nerd, although from a previous generation. Dennis was huge into Ham radio, and had all kinds of ham equipment and books in his office. He kept talking about how we all should participate in that. He was also likely to be found in all the local Radio Shack stores looking for parts, and he frequented several of the mom & pop computer stores in the area.

One funny story about Dennis recalled by Joe Siegler..

"As was said, Dennis was always into gadgety type of things. One time when the Dallas Stars first located here from Minnesota, several of us attended a game, including Dennis. In between periods, the Stars would fly this radio control blimp around the arena, and Dennis claimed that it would be easy enough to scan for the frequency of the thing and take control of it himself. He never did that, but it would have been amusing to see him try. Outside of work, that's the kind of thing he was always known for. He always had some parts catalog around, some phone thing, was a great guy. I miss him.

Tom Hall also remembers Dennis.

"Dennis was like the kind ol' grandpa of the company. Always there with a smile, a nod, a reassuring presence. A good fella."

Scott Miller recalls the original hiring of Dennis, and the reason why we eventually parted company:

Scarff was hired from a shareware catalog, the biggest of its type, called Public Brand Software, which was a huge catalog in the early eighties. Scarff was a big Apogee fan, and at the time we need someone to deal with all of the shareware outlets that helped drive our business at the time. But as the 90's moved forward, shareware catalogs and BBSs were replaced in importance by the Internet and the web. So, around 1996 or so we released him.

As was said above, Dennis was not as well known to the public, but to those of us who worked here when he was at Apogee, his is a name that is remembered fondly. It was with great sadness that we found out later he had passed away (via email from his widow).

Here's a few pictures of Dennis around the office.



Dennis Hamming it up in the offices



Wtih Joe Siegler & Pat Miller in Summer 1996 filling Duke3D pre-orders



Dennis smiling



Chatting with Steve Blackburn at an Apogee company picnic


The Apogee Legacy
Past Pioneers of the Shareware Revolution
Issue #24 - William Scarboro

Second up is William Scarboro. William is far more known to the public than Dennis was, as William was one of the major folks on our Rise of the Triad project, as well as being the original lead programmer and engine designer on Prey. William died on Aug 9, 2002 of an asthma attack. It was quite sad actually, as we're told he died alone (likely in pain due to the way he died), and wasn't found for a few days after he had passed. But his life was one of fun and passion, and that's the way he's remembered. In fact, most people who knew him will remember him as this photo portrays him, as it pretty much summed him up..

Tom Hall (id, Ion Storm, Midway, etc) recalls Wiliam:

"William was a completely unique character. He was always good for a laugh. He'd describe an event in some crazy anime he'd seen, and then say, "Dude! That's ridiculous!" He'd have his little bag with his tuna/pasta/salsa/Omega 3 fatty acid bowls. He'd wear his odd American Male shirts on his muscle-bound frame, and talk about "chicks". He made the weapons in Rise of the Triad "insanely rockful". One day, he was so into typing code he didn't see the big turtle we set next to him for two minutes. So many little stories. He is missed."

When asked to elaborate on 'The turtle story', Tom replied with this..

Looking a bit sunburnt in a non standard white T-Shirt
"Heh, yeah, he was referring to a document or book two feet to his left. In between the two were two thick books stacked up. So he'd type, refer, type, refer.... Scott almost ran over a turtle, so he picked it up to get it out of the road and take it to water, but he thought he'd bring it in the office. We decided to surprise William with it, so we placed it on those stacked books. He kept turning to the reference, back to the computer, and so on for awhile. Obviously his brain registered "TURTLE!" and threw it out as bad information. Finally he turned and jumped back, his brain finally registering it as really there. :) "

Fellow Rise of the Triad programmer Mark Dochtermann (later Ritual, now EA) also recalls William:

"William Scarboro had uncanny way of boiling the world down into black and white. He either liked something or hated it, he desired it or pushed it away. His desire to classify his world into two absolute states made him a very passionate engineer. When he was into the work that he was doing, he was unstoppable."

Scott Miller (Apogee founder) also touches upon the original hiring of William, as well as his connection to Prey both old school and modern.

A rarity - William in a Tuxedo!
"William Scarboro was one of the first two or three actual developers (a coder) we hired in 1994 when we first shifted to internal development. Up until that time, we had solely worked with external teams, like Id Software and many others. He was hired to help develop an Id-approved sequel to Wolfenstein 3-D, which later became a non-Id game, Rise of the Triad. For the first year William worked here, he wore many shirts of many colors, but soon shifted to an all-black-shirt wardrobe. Made buying shirts easy, I suppose! But this became his signature look for all the remaining years I knew him.

William eventually became the lead coder on Prey, leading development of the Prey portal engine, and just as significantly, the Prey editor, called Preditor internally. At the time, this editor was a significant improvement over any previous 3D game editor we'd seen, and Remedy even used it as the template for their very similar Max Payne editor.

It's a shame that the original Prey project didn't reach escape velocity, and for many reasons it eventually ended. William moved on and away from the game industry, somewhat burnt out and looking for a more sane job. That was the last I saw of him, and two or so years later I heard he had tragically died due to an asthma attack.

William was also one of the industry's hardest, most dedicated workers, and we were proud to dedicate the new Prey to his memory."

Finally, Joe Siegler chimes in on William:

This is quite hard to write, as William was a good friend of mine, and it quite bothered me when I got an email from a (then) co-worker of his that he had died. While we were grateful for the update, we were not happy with the contents. As was said by the others here, William was quite the character. He could be completely into himself with his work, or be completely out there with his humour. One of the things that William an I shared was a case of the giggles. After we had been working together for awhile, there were certain catchphrases we were able to say to each other to set the other one off. One was "Uhhh.... 27?" which was a reference to a Beavis & Butthead episode where Butthead was trying to pass himself off as 27 years old. The other I can't recall right at the moment, but after those had been going on for awhile, it got so all we had to do was look at the other for more than a second or two, and we'd bust out laughing. That kind of friendship is hard to find. William & I attended a few concerts together. One was the tour that Van Halen did with Gary Cherone (which was better than it's reputation gave it), and the other was the tour that Motley Crue did John Corabi as vocalist. William was always on a quest to tour Europe where sex laws were not as uh, "strict" as they are in the US, not sure if he actually pulled that off or not. :)

Anyway, here's something I wrote about William back in January of 2006 when I was looking for pictures of other former developers at the start of this series. I found a picture of WIlliam I had forgotten about, and it inspired me to write this:

-- Start Story --

Every time I see a picture of him, I get sad. It's still depressing to find out the way he went. I also recently found out additional information about his passing. I had run across the original email I got from a (then) current co-worker of his informing me that he had died. I wrote back to him and asked what exactly William was doing when he died, as it occurred to me I didn't actually know that, all I knew was "not in the games industry". Here's what I was told..

Joe Siegler, William Scarboro, & Stephen Cole at E3 1998.

"RIA provides Income Tax solutions for Corporations, Accounting firms and CPAs. He was part of the Platform Technology Group. This group was responsible for core backend services for computing and printing tax returns. It involved a lot of hard core c++ skills. He was very integral to the group and will be sorely missed."

I also found out that the folks at RIA had gotten concerned when he hadn't shown up for work for a couple of days. Apparently his mother also was concerned as well, and she eventually went to his apartment, and it was his mother who found him dead - terribly sad info.

Anyway, I miss my old buddy, and I wanted to say finding some "new" pictures (or at least ones I forgot about) was a nice treat. Wish you were still around, pal.

-- End Story --

A nickname we had for William at the time was "Da Hur" (as in the whore). All this sounds odd, but if you knew William, it would make more sense. :) Miss ya buddy.

Here's a few pictures of William from around the office:



Checking out the ceiling at George Broussard's house during our 1997 Christmas party



Caught by the webcam while walking out of the Tech Support Dept.



William's taking home some dip from a party at Lee Jackson's house



Tossing a football around in the back yard at Lee Jackson's house



William with his girlfriend - unknown date.



Looking happy in his office - the way we remember him.


We're fortunate that with so many folks we've worked with over the years that so few of them have passed on. There's some that just seem to have up and disappeared off the face of the Earth. Take for example Todd Replogle. Todd is well known as the programmer behind the first three Duke Nukem games, as well as Cosmo, and some others from the ancient days of our company. The last anyone from here heard, Todd was living in the backwoods of the state of Oregon. We heard a rumour that he had turned his money into PVC Pipe and buried it in his back yard. Whether that's true or not, he hasn't been heard from in years, and no one from 3DR has any idea how to contact him. We tried, as we wanted him in this series, but he was unreachable.

We tried getting a hold of some other folks for this series but couldn't. Duke 3D Atomic Edition producer Greg Malone was last heard of being a teacher in Arizona. Bobby Prince did briefly reply when we initially sent out the queries back in December of 2005, but hasn't been heard from since. Some others just declined to participate.

Some of the folks we did get to participate were not easy to track down. Peder Jungck was someone we hadn't spoken to in almost a decade, and was found via Google. Mike Voss was tracked down via another game developer. Lindsay Whipp was difficult, had to go through Google, to find some dead ends, we finally got a hold of him via someone at Wildfire in Australia, who had his email. Jason Blochowiak was difficult, as we had to track him down via a few other former employees. Most of them had him working at Midway Chicago, but a phone call to their receptionist said he wasn't there, we lucked out that someone knew where he went. One of the more interesting ones was Dave Sharpless. Since Dave had a game that was put out over 15 years ago, none of us had much (if any) contact with him in the interim. He was eventually tracked down when Matt at the Jumpman Lounge was kind enough to put us in contact with Dave.

Additionally, we do get quite a few queries about Lee Jackson, so I thought I'd take a moment to answer folks who want to know what's going on. He's doing fine, and after he and 3DR parted company in 2002, he briefly applied at another game company, but decided for a complete change of direction with his life. He went to a Radio broadcaster's school, and now holds a job with a firm in Dallas that does the traffic reporting for several radio stations in the Dallas area, including the big news station KRLD. This company also does reports for Sirius Satellite Radio, so if you have them, and hear a familiar voice, it's Lee Jackson. It's still amusing to me personally to hear "This is Lee Jackson in the KRLD traffic command center" coming over my radio.

So it was fun tracking down all these guys and gals, and it was a blast putting all this together. It's sad that the series is now ending, as it's been a blast going down memory lane these last six months the series has ran.

If need be, we might have special editions of the series in the future, should we make contact with someone who would be a good addition, but this was the final scheduled edition of this series. Thanks for sharing the trip down memory lane with us! This series went on far longer than we thought, and thanks to all who participated, and thank YOU for reading it.

So this ends the series. It's been nice looking backwards at our company, but now it's time to go forwards. The Prey demo is out, the full version will be out soon, so there's great, cool new stuff for you to look forward to.

That's all, folks!

P.S A special prayer goes out to Dennis & William - sorry we couldn't ask you guys directly about this series, it would have been nice to still have y'all around and contribute.

Posted by Joe Siegler at 1:18 PM | Discuss this story on our forums


June 19, 2006

The Apogee Legacy #23 - Paul Schuytema

Today we bring you the final "new" issue in the Apogee Legacy series. This edition is definitely one of the more unusual ones, and with the Prey demo being released this Thursday the 22nd, a timely one as well.

This week's edition is with Paul Schuytema. Paul was with 3D Realms for a couple of years in the mid - late 1990's as the project lead on Prey. Now what makes this unusual is that Prey was not released when Paul was here, so his insights into things are not the same as what they would be for someone who has published a game through us.

Still, with Prey on the horizon, and having covered Prey's original project lead (Tom Hall) earlier in the series, we figured we might as well hit Paul up too, and he was glad to send in his answers. Suprisingly for someone who didn't technically put out a game with us, he has a lot to say, so make sure and check it all out.

The Apogee Legacy
Past Pioneers of the Shareware Revolution
Issue #23 - Paul Schuytema

1) How did you first come in contact with Apogee?

I first came to know Apogee from their games.. publishing Wolfenstein and Blake Stone and then ROTT.I was working as the game design editor for Computer Gaming World Magazine when I was sent down to Dallas on assignment to cover Duke Nukem 3D before it was released-it was so obvious from looking at that game that it would be a HUGE hit. I remember sitting in his office and asking George: "So how does it feel to KNOW you have a monster hit on your hands?"

I then worked with them to create a feature for CGW on editing in the Build engine. At the time, I was teaching at Monmouth college and we modeled the student center in the engine-it was a ball.deathmatching with my students through the campus union!

Paul Schuytema's as artwork

2) Was there a reason you decided to work with Apogee, say versus going on your own or working with another company?

3D Realms lured me away from FASA Interactive. I was working as the lead designer on MechWarrior 3 and Scott Miller approached me about being the project leader on Prey. While I loved the MechWarrior universe and working on the Mech game, the chance to help grow our own game universe and flesh out a deep and interesting game character was too good to pass up.

In the "small world" category…when I left FASA, my producer was Tim Gerritsen…who went on to found Human Head. We became good friends during my time at 3DR and now his team will be the one that allows Prey to see the light of day.

3) Looking back, was there anything Apogee could have done better, regarding the marketing and distribution of your game?

Since Prey wasn't released when I was there, I can't really answer that question. I do have plenty of hindsight, though, on what we could have done better with the game and technology; as they say, hindsight is 20-20!

4) Do you think your game was made better or worse by working with Apogee?

N/A

5) Apogee had a policy of letting the designer or studio retain full intellectual property rights to their game. Nowadays, it's rare to find a publisher who allows this, especially if the publisher is providing the funding. Do you believe that it's best for the creator to retain IP rights? Why or why not?

Since leaving, I've had the chance to create games in which we retained no rights at all and some in which we retained nearly all the rights. I think it depends on the game. The honest truth, though, is that whomever bankrolls the project should probably control the majority of the rights, since they are the chief risk-taker.

In a perfect world, a developer would be able to self-fund up to a prototype state and then partner with a publisher for completion and distribution and then retain the major IP rights. The real trick, though, is having the capitol to fund that prototype. That's not a trivial feat to pull off!

5a) And if applicable, have you benefited from retaining ownership of your own IP?

For the games we've done as Magic Lantern, it's clearly a benefit to own our own IP - it gives us some freedom in putting together distribution deals to maximize our potential return.

5b) Do you think there'll ever be a sequel to your game(s)?

N/A

6) Is there any story/incident that stands out as interesting during your time associated with Apogee?

Yowza... there are so many! Four big ones stand out:

- the first time we showed of portal technology at E3- the gulp of amazement from those who saw it was a real rush for the whole team!

-our team design meetings when we would work on alien race cultures for Prey- the team really came together, time and time again, and we were able to take blue-sky ideas and reel them into nuggets that would fit in the context of an action game

-our team trek to see KMFDM (who was then doing the soundtrack for Prey) in Austin - they were paired with Rammstein, from Germany, and the show was intense and we got to hang out with the band back stage. [ Ed Note: There are still pictures of this event online here. ]

-my last E3 with 3D Realms - for just a few demos, we had a real trick up our sleeve - we did the demo for the press and talked a lot about cool multiplayer stuff and then for a few (I think we only did it two or three times), we had the press sit down and we spun a computer screen towards them and showed them that we could deathmatch right there - that there was game play in addition to the demo - that really wowed them!

Paul in the back room demo area for Prey at E3 1998

7) Apogee was an early pioneer in terms of teaming up with external designers and studios, and continues to do so even to this day (currently working with Human Head Studios on Prey). Why is it that so few other studios do this (mentor and fund outside projects with lesser known teams)?

Every publisher wants to mitigate their risk and taking a chance on a smaller or lesser-known team isn't they way to do that. That's a shame, because it's in those smaller studios that you'll find the real centers of game play innovation.

Also, the idea of mentoring is almost non-existent, which is a shame. Without mentors, small studios are doomed to repeat the mistakes of the past - with mentoring, they can grow and flourish. I remember being on hand when Scott and George started their relationship with Remedy, and I was really impressed with how they coached and helped Remedy get started as they began work on Max Payne - it was something really special.

8) What the biggest difference in the industry nowadays versus when you worked with Apogee?

The consoles have really taken over and everything is "bigger, better, faster, more!" It's very, very hard for small studios, especially US-based studios (where labor costs are high as compared to overseas), to thrive. Also, since so much is ruled by so few, and all the triple-A games need to be multi-platform out of the gates, the barrier for entry is so high as to be almost impossible. Gone are the days when a great idea and a willingness to dive in and learn and work your butt off in your basement will allow you to start a game company - and that's kind of sad.

9) What have you been doing since your time with Apogee?

I started Magic Lantern (insert shameless plug: http://www.lanterngames.com) in 1999 and since then, I produced and designed 20+ games, from the casual to the hard-core (including a hand in one of the early Rainbow Six games). We did this in the cornfields of rural Illinois, and along the way, became very involved in community and economic development.

Late last year, I "turned the asylum over to the inmates" and started a new career with the University of Illinois. Now I work to make games and simulations to support faculty research - really a dream job for me, since I was in academia before I jumped into the game industry.

At 3DR HQ around October 1997.

10) If you're no longer making games, have you thought about returning to this industry? If not, why not?

So far, the grass is pretty green around the ivory tower and I'm making games right now - maybe ask me again in a few years!

11) Looking back, are there any missed opportunities that you wish you'd have jumped on?

Honestly, I think we maybe spent too much time living in the now-defunct world of Glide (3DFX's 3D accelerator API) before we jumped to Direct X - we should have made that leap sooner, but of course, that's hindsight talking!

12) Other than your game(s), what's your favorite game released or produced by Apogee (or 3D Realms)?

Duke Nukem 3D, hands-down. The intensity of the multiplayer action was something I had never experienced before, and the laser trip bombs were just genius!

12a) And what's your favorite 2-4 games released by anyone else?

My all-time favorite is the Age of Empires series - the blend of tactical combat with world building and a real historical feel made the whole series incredible.

I also logged way too much time with the first 3D Jedi Knight game - the poly count was low, the characters looked goofy (by today's standards) and the textures were chunky, but the game play and the sense of scale is still unmatched - and the boss battles rank as the best I've ever played.

13) Is there anything else you'd like to add about your time here or to fans of your title(s)?

During the time I was at 3DR, the industry was really coming into its own - the PC was still the big kid on the block and 3D acceleration was just starting out - and middleware was just becoming an option - it was very exciting to see so much change - but it was also a spooky time in which you had to guess on which API to support and what system specs to target. Did you use MMX? Glide? Direct X? What sound API?

It was also a time of great variety - there were big players in the market, but also small studios were thriving and the game spectrum was very wide indeed - there was so much to play and so little time, we were crafting our own game, after all!



3DR Team in 1995
Back Row L-R: Lee Jackson, David Demaret, Steve Hornback, Mark Dochtermann, Jim Dose Front Row L-R: Chuck Jones, Doug Wood, Tom Hall, William Scarboro




3DR Team in 1998
Back Row L-R: George Broussard, Allen Dilling, Loyal Bassett, William Scarboro, Scott McCabe, Tom Pytel
Front Row L-R: Doug Wood, Steve Hornback, Paul Schuytema




Human Head Team in 2005/6


A special thanks goes out to Paul for answering the questions. To be honest, I wasn't quite sure what he'd say when approached, but he was glad to help out.

Make sure and tune in again next Monday morning, when we bring you the final edition in the Legacy Interview Series. The final edition will be a series wrapup with highlights from the rest of the series, and a tribute to two former 3D Realms employees who have since died.

Posted by Joe Siegler at 12:50 PM | Discuss this story on our forums


June 13, 2006

Interview with Scott Miller

The website gameproducer.net has a new interview up with Scott Miller. In it, Scott talks briefly talks about the early days of the company, some Max Payne production issues, and of course a lot of Prey talk. Here's a few quotes:

GameProducer.net: In one of the game journal entries you mention that SpiritWalking is one of the key features of the game, what kind of feature is that?

Scott Miller: Spirit walking is a gameplay feature rooted to true Native American methology, where a shaman of sufficient power can astral project himself beyond his physical self. This feature is one of the reason we selected a Cherokee protagonist, as the rich mythology of Cherokee culture lends itself to many such inherently credible gameplay hooks.

GameProducer.net: One of the key factors of 3D Realms game production is independency. Can you tell us what independent game development means for a company like 3D Realms?

Scott Miller: I sort of answered this in the previous question. By being independent, we can make sure our games are done right, and that rewards us far more completely than a dozen half-way done right games. Also, by being independent, we can chose projects to pursue that have the correct story, character and gameplay hooks to insure their success. This is as important as anything to us, because without getting this part right, even superb execution and endless financing cannot bring success.

To check out the full interview, head over to Gameproducer.net now.

Posted by Joe Siegler at 11:24 AM | Discuss this story on our forums


June 12, 2006

The Apogee Legacy #22 - The Levelord

As we wind down the Apogee Legacy series (click here for schedule), we will be bringing you some slightly different choices to wrap up the series. Today we are bringing you a mini interview with none othre than the Levelord himself, Richard Gray! The reason why we're calling it a mini interview will be self evident shortly.

Richard worked here back in the Duke Nukem 3D days, and left with some others who were working here at the time to found what would be come Ritual. Rich has remained friendly over the years with us, and we get together from time to time and chew over the old days, talk about what's going on with our companies now, etc, etc, etc.

As Rich was an important part of one of our most important projects (Duke Nukem 3D), we wanted to get his input in this series. However, Rich being Rich, he didn't answer all the questions. So we'll bring you an abbreviated interview with him. He answers some of the questions, but definitely not all. We'll flesh this one out with some pictures from the archives of him. :)

So here goes:

The Apogee Legacy
Past Pioneers of the Shareware Revolution
Issue #22 - Richard Grey

1) How did you first come in contact with Apogee?

I had made some levels for DOOM back in 1994 and uploaded them to CompuServe. They were good enough to catch the eye of Nick Newhard, then with Q Studios. He contracted me to do levels for Blood. Both my DOOM levels and Blood caught the attention of George Broussard. He soon asked me to come to Garland, Texas to work fulltime on Duke Nukem 3D.

Levelord at our 1995 Halloween Party

2) Was there a reason you decided to work with Apogee, say versus going on your own or working with another company?

I would have worked at ANY game company, and would have cleaned the bathroom floors with a toothpick, for free, just to get into the industry ;) I was also being offered a job at Q Studios, but I chose Apogee because it was so close to id Software. Just seemed important at the time. This was late 1994 and there were only a few game companies making FPSs.

3) Looking back, was there anything Apogee could have done better, regarding the marketing and distribution of your game?

Better, because the Duke Nukem 3D Team was a great one! I also give credit to the technology of the times. Today, I spend more than half my time wrestling with technology. Everything has gotten so complicated and complex. Back then, a decade ago, everything was so much easier to deal with and I spent much more time on the Fun Factor and polish.

5) Apogee had a policy of letting the designer or studio retain full intellectual property rights to their game. Nowadays, it's rare to find a publisher who allows this, especially if the publisher is providing the funding. Do you believe that it's best for the creator to retain IP rights? Why or why not?

Although I was an internal employee, I would say this holds true for my experience. I was allowed almost free reins on my levels. This gave me creative freedom, and this gave the entire team creative freedom. When asking about retaining IP rights, I must add consideration for ownership and future endeavors with a property. Retaining creative freedom, as related to an IP, is always good. Financial ownership is another thing.

Chowing down at the 3DR Offices

6) Is there any story/incident that stands out as interesting during your time associated with Apogee?

Yes, going to my very first E3 in 1996 with the Duke Team. It was the first E3, so that made it memorable. I had lived in Los Angeles from 1980-1990. I lived only a few blocks away from the Nakatomi building in the first Die Hard movie. I lived in the garage of my parents while going to UCLA. Late one night, at about 2am, they started filming much of the exterior helicopter stuff at the end of the movie. I thought it was a real event ;)

Anyhow, that AM/PM store is right there, where the cop bought the Twinkies for his pregnant wife. This store, being so close to home, was just a regular old store to buy smokes and gas. To most others, though, it was an icon. First thing we did at E3 was go to this store and buy Twinkies ;)

7) Apogee was an early pioneer in terms of teaming up with external designers and studios, and continues to do so even to this day (currently working with Human Head Studios on Prey). Why is it that so few other studios do this (mentor and fund outside projects with lesser known teams)?

Trust, and there always seems to be fingers on "the other side". Most external involvement entails external influence, creative influence. It is understandable, putting money into something, a lot of money, and wanting control and oversight. However, my experience is that if you sign-up to have a group of professionals perform a task, you should trust them to complete the task. I always use the metaphor of hiring a caterer and then insisting on being in the kitchen and deciding on my own list of spices and cooking times and such.


As you can see, Rich didn't answer most of the questions, he probably got distracted by a picture of boobs or something at the time. So, I'm going to plunder his website for a few funny stories, and go through our own archives for pictures of him.

At 3DR HQ watching a Duke3D demo the night before release.

L-R: George Broussard, Doug Wood, Joe Siegler, Allen Blum, Terry Nagy, Dirk Jones, Jim Dose (obscured), Chuck Jones, Levelord

April 24, 1998:

Rich talks about "The Levelord Drinking Game" Joe Siegler invented for our semi-regular trips to the Outback Steakhouse..

"The Levelord Drinking Game"? Okay, I'm in ;) I bet we could make a pretty penny with the travel version. Seriously, you're a funny man, Joe... ...that's why I keeel you laaaast!... ...just in case any are taking this seriously, Master Siegler and I meet at the Outback Steakhouse in Mesquite every few months. He goes for the Bloomin' Onions and I... ...well, let's just say I get very pedophilic with all the high school waitresses and their short, short little skirts showing just a hint of flowery panties underneath and their amply round melon-sized boobs bouncing up and... ...or dear, ...that's two drinks for me!

September 22, 1999:

Rich talks about the advances of gaming tech and Duke Nukem 3D:

I'm so tired of chasing technology! Cutting-edge and special effects have become horrible phrases for me. We spend so much time and effort "getting up" and not enough "going", and for an old fart like me, it just gets tiring.

Keep in mind that I've been in software since before there were floppies. Platter "hard" drives stored a whopping 128k and programming was down on card readers and hoppers. Anyone else remember their Hollerith code and EBCDIC? I remember being in the Navy, dabbling in FORTRAN, and seeing the DPs carefully walking down the halls holding 8" floppies, when they first came out, like some precious serving tray. They were afraid the bits would get jumbled if the floppies got jarred in any way.

I am so completely convinced that we could release Duke Nukem 3D right now and it would still sell as many copies and be as popular.

February 8, 1998:

Rich remembers (or tries to, it seems like a rambling piece) on Allen Blum, Megadeth, & Duke Nukem 3D:

...Well, it's early Sunday morning, got the stereo blasting away, freshing toasted (toast is so much more crisp when your lungs aren't coated with tobacco smoke;), and cranking on some levels in our new office space. This is way cool, apart from the new space being "new", we were crammed like Bismarck Herrings in the old office. I even have enough room to crack my 16-foot bullwhip! ...hey, man, ...it's Texas, ...live it, ...love it!

Speaking of stereos blasting, I've got MegaDeath's latest blaring (ya, ya, it's a 97 release, but remember how old and slow I am!) and just noticed the title of the 7th track... ...Sin! Yes boys, play it loud please! MegaDeath will ALWAYS remind me of 18-hour stretches of Duke leveling and Allen The Third Blum playing "Youthanasia" thirteen times in a row... ...bless his demented little heart. Dave Mustaine... ...hmmmm, you don't supposed, do you, that Tom has an alter profession like that sCary Spice bitch (how ya doin' BTW, Steve)?

March 10, 1995:

Rich recalls his 10 year anniversary of coming to work for 3D Realms:

Holy sheep shit! (picture is at 3D Realms in March of 1995)

It was ten years ago today when I first rolled into Garland, Texas to start working on Duke Nukem at 3D Realms!

It has definitely been a decade that seems to have gone by quickly (probably due to the time warped perspective of growing older), but it also seems like a LOOOOONG time when I try to remember all the things that have happened in ten years.

The question for me? Would I do it again if I knew back then what I know now? It is a question for me, ...even with all the ultracool things I have gained and enjoyed on the ride, ...it was a truly rough road to travel!

April 20, 2000:

And finally, this one where his Loness writes this about Duke Nukem and 3D Realms:

...and finally, I am really starting to regret leaving Garland. I played pool with George the Broussard last night and Duke sounds fricken incredible! It all brought back alot of fond memories. That sure was a fun game to make and Mr. Nukem has a long way to go before he gets too old. I don't know how they're doing it all without me, but I wish I was still there ;)

Several pictures of The Levelord from E3 2001:



Going after something he likes!



Working the grill at the God lot. This food was free if you got in the lot, BTW.



With Scott Miller & George Broussard



The Levelord getting happy with a friend. :)



The Levelord's traditional camera greeting



Getting a bit gay with Joe Siegler.

There's a few more pictures of Levelord in Issue 20 of this series, too.


As was said above, Rich was involved with just one title with us, Duke Nukem 3D, but it was an important one. Here's a few Levelord related links for you to peruse.

Make sure and tune in again next Monday morning, when we bring you the next in our Legacy Interview series, as we wind it down. After this one, there's only two issues left.

Posted by Joe Siegler at 3:00 PM | Discuss this story on our forums


June 5, 2006

The Apogee Legacy #21 - Darren Baker

In 1995, Apogee Software released the first title under our new branded label concept. That was Terminal Velocity under the "3D Realms" brand. This concept was used a second time in 1998, when we released "Balls of Steel" under the "Pinball Wizards" label. As with the "3D Realms" branding idea, the Pinball Wizards one was to launch a series of pinball related titles. However, to date Balls of Steel was the only title put out under the Pinball Wizards brand.

One of the driving forces behind the Balls of Steel title was Darren Baker. Darren Baker was actually involved with two other titles with us before Balls of Steel in 1998. Those titles were Halloween Harry/Alien Carnage as well as Mystic Towers (both in 1994). So Darren has been involved with us for several years now.

Darren, mostly due to his location (Australia), has one of the more unique relationships with us. Despite having worked on three seperate titles with us, has never met us face to face. It's one of the more unique aspects of our company, having developers all over the world. Let's get to his interview:

The Apogee Legacy
Past Pioneers of the Shareware Revolution
Issue #21 - Darren Baker

1) How did you first come in contact with Apogee?

I came into direct contact with Apogee in 1993 (I was 18) through a group of guys here in Brisbane who were developing a very cool (256 color parallax scrolling!!) game called Halloween Harry. I managed to get onto the team and contributed the digital sound engine. My brother Steven also composed a good deal of the music for the game.

Harry was picked up for Australian distribution by Manaccom, who then lined up US distribution through Apogee.

We had heard of Apogee prior to all this of course, particularly with the Commander Keen and Wolfenstein games, so to be associated with them was very exciting.

The Harry project then led to Mystic Towers (with another team on which I was the PC programmer), then eventually to Balls of Steel, as Wildfire Studios.

So basically Apogee published the first 3 commercial games I worked on.

Darren Baker at his desk with Fidelio - Feb 2006

2) Was there a reason you decided to work with Apogee, say versus going on your own or working with another company?

I guess the initial reason was that we had the contacts with Apogee, and Scott and George were willing to support and take chances on inexperienced - albeit talented - teams, and overseas ones to boot.

As for going on your own, other people I knew had tried the "do everything" route (eg one or two people doing code, art, sound, manuals, packing, duplication, distribution!), and invariably the efforts were less than rewarding financially. At the time, getting products marketed and distributed properly was not something we properly understood or were even really interested in. We were far more concerned with the challenge of developing the games themselves, and when a successful company like Apogee offers you advances to get on and do what you enjoy, how good is that?! :)

3) Looking back, was there anything Apogee could have done better, regarding the marketing and distribution of your game?

I think Apogee did a great job with Balls of Steel. I think sales suffered a bit because the game's promotion led the ship date too far (or the ship date trailed the promotion, depending how you look at it!) That wasn't entirely their fault... ;)

4) Do you think your game was made better or worse by working with Apogee?

I have no doubt the final product was better for Apogee's involvement.

Balls of Steel took a somewhat different direction than we had originally intended for it once Apogee came on board. Originally it was to be more of a true-to-life pinball simulator, but a mixture of Apogee's influence, a need to better our competitors, and good ol' feature creep led it to be more of a hybrid sim / action game. Of course the most obvious Apogee influence is the Duke Nukem table, but the overall 'hardcore' feel probably owes a fair bit to them too.

5) Apogee had a policy of letting the designer or studio retain full intellectual property rights to their game. Nowadays, it's rare to find a publisher who allows this, especially if the publisher is providing the funding. Do you believe that it's best for the creator to retain IP rights? Why or why not?

Yes, it's best from the creator's point of view to retain the IP rights. But it's also best from the publisher's point of view that the publisher get the IP rights in exchange for the funding. Both can be reasonable points of view depending on the money involved and other specifics of the deal.

I certainly believe that developers should relinquish/sell their IP very reluctantly and only after much consideration. They need to negotiate to keep whatever they can.

Final Balls of Steel Box Art

5a) And if applicable, have you benefited from retaining ownership of your own IP?

Yes, definitely. After Balls of Steel we reused our pinball engine technology to develop half a dozen more pinball games and licensed it out to other developers.

More recently, a key part of our business in the casual games market is to retain ownership of our brand and carefully control territory and platform distribution rights. This allows us to reuse and license our technology, create sequels and spinoff games, and control revenue streams from online and worldwide retail channels. This strategy has paid off for our hit game Tumblebugs, for instance.

5b) Do you think there'll ever be a sequel to your game(s)?

The idea has been kicked around on and off. Apogee actually owns the trademark for Balls of Steel (see, Scott's not *completely* silly and giving away IP rights all over the place :)) but we're pretty free to do another game, which is great.

We'd really like to do a Balls of Steel 2... maybe with a Duke Nukem Forever table.. yeah, that would be cool.

In the PC market pinball tends to be a budget title genre though, but I'd want something much better than that. I think it'd be a great fit for the PSP.

6) Is there any story/incident that stands out as interesting during your time associated with Apogee?

What's odd is that such stories are quite hard to come up with, because I've never actually met *any* of the Apogee folks. Not one. We've only ever swapped emails, and had the occasional phone call. The upside is I still have something to look forward to!

However, one thing I do distinctly remember is when Scott offered us the Duke Nukem 3D license to include in Balls of Steel.

We hadn't seen the game, and to be honest, we didn't think a whole lot of the first two Duke games (sorry Todd et al!), so we were sceptical to say the least. And it didn't help a whole lot either when were sent nothing but a CD full of raw Duke graphics like static cutouts of pig cops and loads of various gibs :) What's more, we were also going to have to scrap a whole lot of work we'd done on the Devil's Island table to make room for it.

I do remember Scott insisting that the game was definitely going to be a hit, but still, pigs with guns ... riiight...

Anyhow we eventually got a build of the game, and that's when the 'maybe' rapidly became 'yes please'!

(Besides, it was only fair - they put a Balls of Steel pinball table in Duke :))

Pre-Pinball Wizards unused Balls of Steel Box Art

7) Apogee was an early pioneer in terms of teaming up with external designers and studios, and continues to do so even to this day (currently working with Human Head Studios on Prey). Why is it that so few other studios do this (mentor and fund outside projects with lesser known teams)?

I'd guess the perceived risk is the big factor, but I think it's actually a smart business move if you can manage a nascent external team and provide the missing ingredients (funding, marketing, business, management, QA etc) and harness their idealism and creativity.

I have asked myself over the years whether I'd do for another team today what Apogee did for us back then, and I'd like to think I would. One difference is I'd want to do more due diligence and manage the teams a lot more closely ('from the inside') rather than just hope that they kept delivering milestones from time to time and didn't drop the ball! It took us over 2 years to ship Balls of Steel, and while I don't think Apogee was overly sweating the advances, it was definitely a long time to be on a project.

8) What the biggest difference in the industry nowadays versus when you worked with Apogee?

In some ways that question's quite difficult for me to answer, because I think I have learned and changed so much over that time that it can be tough to compare objectively.

I was going to say that were we starting out now, we would have a much harder time getting a deal, and that there'd be no Apogees out there to give us a break. But with the booming casual games industry over the last couple of years, the window has once again opened for small developers to get games to market, so that's not really true.

There is of course the usual observations that the budgets are bigger, the teams are huge, that most games are based on licences, etc.

9) What have you been doing since your time with Apogee?

For the most part I've been CEO and Technical Director of Wildfire Studios. I worked as a programmer for a short while in London a few years ago for another developer, and that was an excellent experience. I'm really enjoying the success Wildfire is having, and it's interesting moving my focus from programming, which has always been my passion, to the business to ensure we sustain and grow.

The Duke Nukem table from Balls of Steel

10) If you're no longer making games, have you thought about returning to this industry? If not, why not?

Heh, I've thought about *leaving* the industry from time to time, but there's nothing I can think of doing that requires such a blend of technical, creative and business skills. It's very stimulating. :)

11) Looking back, are there any missed opportunities that you wish you'd have jumped on?

Yes, quite a few. I think we could have exploited the success (critical if not commercial) of Balls of Steel in various ways, but didn't have the perception and know-how to do it. That said, we haven't done too badly at all, but we could have been smarter and focused on the right things. But overall I regard the early days (including our time with Apogee) as an excellent apprenticeship in the industry.

12) Other than your game(s), what's your favorite game released or produced by Apogee (or 3D Realms)?

Duke 3D was my favourite, that sucked down (so to speak!) way too much of my time. The network play was awesome.

12a) And what's your favorite 2-4 games released by anyone else?

I think the Infocom games (Zork etc) are some of the best of all time.

In more recent years I thought the original Unreal was excellent.

These days I don't play games for entertainment anywhere near as much as I used to, now my interest is more of an analytical one.

13) Is there anything else you'd like to add about your time here or to fans of your title(s)?

I would like to thank Scott, George, Joe and the rest of the Apogee crew that we worked with over the years. They were instrumental in getting us started in the industry, and great to work with. I still keep tabs on what Apogee/3D Realms is up to, and listen closely to what Scott has to say about the business of games.

As to our fans - stay tuned. We've got some great new games on the way!



The Alien Carnage team from a newspaper scan in 1994.
Top Row (L-R): Darren Baker, Tony Ball, John Passfield, Steve Stamatiadis
Bottom Row (L-R): Steven Baker, Robert Crane



Wildfire 2006:
L-R: Adrian Cook, Robert Crane, Robert Gilchrist, Darren Baker, Leon McBride


As was said above, Darren has been involved with three seperate titles with us. We have plenty of information available on them on our website, please use the links below:

Make sure and tune in again next Monday morning, when we bring you the next in our Legacy Interview series. The series is close to being finished, we have two more interviews planned, plus a wrap up edition. The last couple will be special issues, so you're going to want to tune in for those.

Posted by Joe Siegler at 2:02 PM | Discuss this story on our forums


May 22, 2006

The Apogee Legacy #20 - Joe Siegler

This week's edition of the Apogee Legacy series reaches a milestone with it's twentieth edition. I think when we first came up with the idea, we didn't expect it would run this long. We are reaching the end of the series, as there's only a couple left after this one. This week, we're running a slightly different edition for our twentieth. This twentieth interview is with well.. myself, Joe Siegler. Now I hadn't planned on doing one of these myself, as I didn't think there was a point. Scott Miller asked me to do it, and when I objected, he said "consider it an order", so here I am. :)

The short intro to myself is that I run the website here at Apogee, amongst other things (a more complete list is here). Yeah, I know most people know us as 3D Realms, but I've been here for a long time since before the name 3D Realms came up. Those who know me know I tend to resist change, so even 12 years after we came up with the name, I still refer to ourselves as Apogee.

One of my concerns is that I'm not a traditional developer, and as such some of the questions wouldn't apply to me directly. While that is true, I have a lot of friends who are, and also having read all the interviews before mine, I'd like to think I have some not completely off base thoughts on the matters at hand. As I've already started talking, let's get to the actual questions.

The Apogee Legacy
Past Pioneers of the Shareware Revolution
Issue #20 - Joe Siegler

1) How did you first come in contact with Apogee?

Trying to imitate James Hetfield, circa 1993

Well, that would require the firing up of the wayback machine. I started here in Dec 1992, but I was "involved" before that. I was a customer of this company for awhile. I'm not sure which was the first game I ever bought - it was probably either Keen 4 or the original Duke Nukem game. I was working at a computer repair facility at the time, and on the repair floor, Apogee games were used a lot on the computers. You had to test something, and quite frequently to test repaired floppy drives, some Apogee game would get installed. I also was running a BBS at the time, and Apogee's games were quite popular on the BBS scene.

In fact BBS's are the reason why I'm here. Back in the day, I used to dial up Software Creations all the time looking for the latest shareware releases and updates by Apogee. I would download 'em, and then upload them to several BBS's around the country on my own dime, all not knowing Apogee at all. So on May 5, 1992, along with most of the rest of the world, I was totally blown away by Wolfenstein 3D. It was some seriously good shit at the time, and I knew then that I wanted to try and work there, although I didn't know as what, because I was not an artist or a programmer. After the v1.2 update of Wolfenstein 3D came out, I shortly after that saw a "user hack" version of Wolfenstein pruporting to be "An adult upgrade of Wolfenstein 3D to v1.3". I contacted Scott Miller on Software Creations about it, since this file did not orginate there, like all the others did. Scott thanked me, and Apogee/id issued a statement about it, saying it didn't come from them, there is no "Porn" version of Wolf from them, and it was for this reason that there is no v1.3 of Wolfenstein 3D. Not long after this I decided to leverage this and ask Scott if he needed any help being a beta tester. He said yes, and I was added to the beta testing team (which I later on ending up being the head of, which was amusing to me). At the time, Math Rescue was in beta, so that was my first project.

At the Ft Worth Duke3D Rodeo Shootout, 1996. More Info

After a short time doing beta testing of that (and Major Stryker), Scott posted a message in the beta area asking if anyone from the beta team was intersted in coming to work for Apogee. Originally, I was hired to be telephone tech support for Apogee. Somewhere in my dusty archives is the original message he posted, but I can't locate it now. One highlight in his "incentive" package was that the Coke machine at the office cost only a quarter per can. I figured any company which talked about "Wearing what you want", and offering Coke for a quarter in it's "Come work here" pitch probably was pretty cool. So in October of 1992, I made the decision to move to Texas from Philly to take this job. I was to replace Shawn Green, who was the first employee of the company (outside of Scott and his family) who was being bumped up to the newly created "Online Support" position. However, inbetween my getting hired and coming down, Shawn quit to go join id Software. I then told Scott I wanted that job, since it was exactly what I was doing anyway in terms of file releases, support, etc.. So they gave me that job instead, and to this day I thank Shawn for making that move allowing me to get this job. It's kind of amusing, 13.5 years later I'm still here, and I'm still technically in the same job, as I've never really been formally promoted or anything like that. It's just evolved from BBS's to the Internet and websites/email.

It's exactly the kind of job I would have wanted had I actually stayed in school and got a degree (which I didn't).

2) Was there a reason you decided to work with Apogee, say versus going on your own or working with another company?

Well, unlike the 19 folks who have preceeded me in this series, I'm not a real game developer as such. Sure, I write tech docs, I do support, maintain the website, and I even dabbled in level design awhile back with Rise of the Triad, but I hold no illusions. I'm not a game developer, I just work at a game company. Back in 1992, it wasn't an issue of working for anyone else, I didn't know anyone in the game industry. Scott offered the job to our beta team as I talked about above, and I took it. So working for anyone else was not an option.

With Joe Selinske (TRI, Ritual, EA, Black Label) at E3 2001

3) Looking back, was there anything Apogee could have done better, regarding the marketing and distribution of your game?

Well, I do have two games under my belt as a formal developer, and those are Rise of the Triad, and Extreme Rise of the Triad. For ROTT, I got paid "per level", it wasn't a royalty type of issue there, I got "x" per level I designed. For EROTT though I got paid royalties. EROTT was totally done by Tom Hall and myself, no one else from Apogee worked on that. So I was definitely excited about getting a royalty check.

I did get a couple of good ones right after release, but it started tapering off not long after that. That's the one beef I had with the game back then - Extreme ROTT was the only game at the time we had no advertising for. We advertised ROTT, and all the other games released back then, but EROTT came out after the 3D Realms label started, and I think the marketing was there for Terminal Velocity, and Duke Nukem 3D was well underway at that point, so EROTT got kind of forgotten about, and if we had marketed it, there might have been more sales for a product that I felt was a lot better with it's level design than the original product was.

It's not a major thing now, because I'm sure EROTT would have been discontinued awhile back anyway, and I thorogouhly enjoyed the experience both from the work done, and working solo with Tom Hall. I'll always treasure that.

With The Levelord (Ritual) & Jim Dose (Ritual, id, Valve) at a Mesquite Outback in Feb 2005.

One final story to this is that the last couple of royalty checks I got were under $10, with the last one I think being about $2. After that, George Broussard (who handed out royalty checks for the company) came to me with a buyout offer, so he wouldn't have to go through all the records just to arrive at a check for $2. So I got a $300 buyout somewhere in early/mid 1996 on my EROTT royalties, which I figured out back then would carry me over to around the year 2035 if I spread out the diminsihing rate at which the checks were coming in, so in the end I made out OK with that in my opinion. :)

4) Do you think your game was made better or worse by working with Apogee?

Well, again only having one game under my belt makes this a bit different, as I'm not sure how to answer this. I'd say the game was fine the way it was. Sure, I know there was a chance to use Build back then instead of the Wolf engine, and I'm sure that might have made the game better had it been used, but to be honest, I rather like ROTT the way it was.

5) Apogee had a policy of letting the designer or studio retain full intellectual property rights to their game. Nowadays, it's rare to find a publisher who allows this, especially if the publisher is providing the funding. Do you believe that it's best for the creator to retain IP rights? Why or why not?

Well, again I don't own the IP to Rise of the Triad, Scott & George do. I think it's a great idea for the designer to retain IP rights. That is however they don't own it just to bury it like some companies do with some properties they own ( that fans have shown there is an interest in reviving).

With Tom Hall at E3 1998.

5a) And if applicable, have you benefited from retaining ownership of your own IP?

This is not applicable to me at all. No comment.

5b) Do you think there'll ever be a sequel to your game(s)?

Well, there was already the aforementioned addon pack for my one game, that being "Extreme Rise of the Triad". While I'm not Scott & George, and I can't speak for them personally, I seriously doubt they'd ever want to do another sequel to that.

However... If I ever ran across the kind of stupid money that would allow me to never have to worry about money ever again, I'd personally fund a Rise of the Triad sequel. I still think there's potential for a killer game in the ROTT franchise, and I'd probably try and hire back as many of the original team as I could. Most of what made ROTT "ROTT" IMO was Tom Hall's silliness - the same zany stuff that made Keen "Keen". There's a bunch of other cool things there too, but this game was very much (to me personally) a Tom Hall game.

However, the amount of money required for that dream is far beyond what this Webmaster will probably ever see in his lifetime. So while I WANT to say yes there will be, the answer is probably no.

In a stretch limo with the rest of 3DR on our way to a good dinner at a Steakhouse in Dallas in Nov of 2001.

6) Is there any story/incident that stands out as interesting during your time associated with Apogee?

Oh dear God, there's way too many of them! I've seen an awful lot of people come through here, and have been friends with most of them, I probably could tell a story on all of them. The problem is I know so many stories here, how do I pick for this? OK, I'll do a few of them.

Ken Silverman's US Maps

A few issues back, Ken Silverman did a bit about his drawing the United States anywhere. Here's a story I remembered about that. "One time the group of us were out to lunch at one of the local restaurants. This was one of the places that lets you draw with crayons on the table on paper they put on it. As Ken stated, he generally was pretty quiet, so most of us weren't paying attention, just talking the usual trash nonsense. After awhile one of us looked over at what Ken was doodling, and went "What the hell?" Ken was sketching the United States Map. He apparently has the ability to just draw the entire US map on anything. It pretty much took us by surprise, as he was roughly half done at that point, and from that point on we just watched him finish the map. So if you go anywhere with Ken, don't let him wander off on his own mentally, he'll draw the United States somewhere. :)"

ROTT Release power outage

In December of 1994, we were about to release the v1.0 shareware version of Rise of the Triad. As any game developer can tell you, the day before you release is one of the most stressful and worrysome times, as even if you think your game is going to be good, there's that one moment of "What if it sucks?" Anyway, it was the middle of the night and we were all testing, tweaking, packing, etc, as any end of project was. We were just about done, doing final checks, and then we lost power. At first we thought we blew a fuse, and then we noticed the whole building was out, and then we went outside and noticed that nothing had power anywhere that we could see. It was as if the whole power grid up and died. I recall someone at the time saying "id Software did it!". It was both a relief and a stressful thing as we wanted to finish and get the game out. Some of us handled the break differently. William Scarboro slept on the floor of his office. Some of the rest of us (myself, Mark Dochtermann) went downstairs into the lobby of our office building and brought a water rocket. We were bored, and with no computers to use, we had to resort to other juvenile attempts at passing the time. We chose setting off a water pressured rocket inside the lobby of our office building. So we filled it up with water (there's a picture of this rocket on the ROTT CD), and got all excited. Pumped it up, and the stupid thing went up about one foot, and as I recall got Mark completely wet. It was complete failure. We tried again, but the stupid thing never worked right. For some reason we felt it sounded cooler to name it, so the water rocket from Planet Failure was called "The Avenger". Power came on a short while later, and the game was released without further incident, but the water rocket story from the night of release was one I'll always remember.

At SWC BBS in 1994.

Monty Python Tech Support

Back when ROTT was being developed, the Tech Support department in 1994 consisted of Kevin Green, Steve Quarrella, & Lee Jackson (picture). From time to time I'd need to jump in and help them as we were pretty busy at the time. When the four of us were together, it seemed to prompt what I called "Monty Python Tech Support". You see, Lee, Steve, & myself were huge fans of British Comedy. Monty Python & Red Dwarf in particular. The three of us knew the routines, the lines pretty darn well. At a moment when relief was needed (or more likely) when the group of us were just goofing off, or when we wanted to mess with Kevin, one of us would start a Python routine. Since the three of us knew 'em so damn well, we could do them, and we'd do 'em rather a lot. Ended up driving Kevin bananas. That issue aside, it was cool that the three of us had that kind of rapport where we could do that.

More ROTT Development

There's a couple of stories from ROTT development that I'll tell here (although I could do a whole entry on that game's development too). The first is one called "50 Kills". The second is called "Death to a Coffee Cup".

Towards the end of ROTT development, we (even then) were hearing the cries of "You're taking too darn long". So Tom Hall, in his bizarre sense of humour, decided to make a video out of that. We had made this video where he pretended to be an undercover news reporter, and I was his cameraman. We "broke in" to the Apogee HQ, and he was going to do this expose as to why it was taking so long. We ran upstairs, into our offices, and looked around at people's desks, and there was no one there. We eventually found a couple of guys playing ping pong in another office, and it was something along the lines of "Hey, it's game research" or something liek that. My memories of how the video ended are fairly cloudy now. We had Rise of the Triad running in the background on various people's computers, but the funny part of this for me was when Tom got into the offices and looked at one of the computers, the rather distintive sound of a ROTT multiplayer game came up. Tom yelled out in a rather dejected sounding voice "50 KILLS!" - he had set the game's kill total to 50, so the game ended. This compltely ruined his "crazed undercover news reporter" thing and we had to shoot the video again. This was never released, unfortunately - and is lost to the ages. I tried finding this a few years ago to release, but no one knows if it's even around anymore. Shame, as it was pretty darned funny.

Also as a side story to this, the story of losing to an inanimate object in ROTT deathmatch comes to mind. Back then, ROTT had a record for allowing 11 people to play at once in a deathmatch game. Doom was the king of deathmatch, but it was limited with the number of players. With all due respect to Spinal Tap, Rott "Went to 11", and when we were testing deathmatch we didn't always have that many people to play. So we'd fire up ROTT on other computers, and stick down the fire button, so that player would at least be doing something, if not actually "playing". The sad part of this is that we used coffee cups on a lot of the computer keyboards to wedge down the fire button. More than once, one of the coffee cups managed to win the game. I've been accused of not being very good at deathmatch games, but losing to a friggin coffee cup is rather embarrassing.

During a voice recording session for Duke Nukem Forever in 2001.

Mt. Xenophage

Back before I started working here (and right when I did), we used to take our own 1-800 phone calls for orders. Back then we had a guy working for us who took orders named Jason Reed. When we put Xenophage on sale, like every other title we sold, we got a bunch of stock to sell. Jason went and sat on top of the pile of Xenophage boxes, and we took his picture up there. For some reason the image of this picture has stuck in my mind over the years, and it's come to be known as "Mount Xenophage". We ended up using this picture as a Camera Captioning Contest entry back in 1997. The memory remained, as some years later in 2002, we recreated the picture with Bryan Turner on a pile of boxes.

Blackburn on the log

We haven't done this in ages, but from time to time we used to go out collectively as a company and do something outdoors. One day many a moon ago we had rented (or just took over, I can't remember) a park in Garland where we had our own private BBQ. The majority of the company came, and we had a great time playing volleyball, having a cookout, and just generally hanging out.

After awhile we started exploring the grounds behind the picnic area in the park, and ran across a creek with a big tree that had fallen over it forming a bridge to the other side. Since it looked pretty unsafe, it instantly became a dare as to who would have enough balls to cross the thing. Funny thing was that the daughter of one of our employees was the most nimble, going across it like there was nothing to worry about. Some of us tried it but without as much aplomb.

Eventually, Steve Blackburn crossed over, got to the other side, and the got stuck there. He apparently was afraid to come back either because of abuse he was taking, or he just got scared of crossing - don't remember that now. Anyway, this prompted mass taunting and abuse from the others here, particularly Scott & George, who were calling him several names I won't print here. Even the aforementioned kid ran up to him, stole his hat, and came back.

The climax to this story was when Scott Miller got out halfway