Prerelease:Duke Nukem Forever/2002
This is a sub-page of Prerelease:Duke Nukem Forever.
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Contents
Unknown
In Wired Magazine's article, Learn to Let Go: How Success Killed Duke Nukem a former employee would claim that Broussard had played The Thing and was then pressing for a winter-themed level. This would start a running gag at 3D Realms to stop Broussard from playing newly released games as to prevent him from wanting to add more features from them into Duke Nukem Forever.[1]
May 2002
Duke Nukem: Manhattan Project for Windows is shipped in North America on May 14th, and in Europe on June 14th. Interestingly in the games files is an image called dduke.jpg showing whatever this is. The background is from the Lady Killer Casino as it was seen in the game around 1999-2003, possibly meaning the developers may have had access to builds.
To do: Add the version from the DLC as a comparison, Also add filename as well. |
Also present in the game's files is this unused audio called du-masochist.ogg. This line would end up in The Doctor Who Cloned Me DLC albeit with a new take.
I hate to kick my own ass, but it's gotta be done
August 2002
3D Realms would include MathEngine's "KARMA" physics engine into the game.[2]
November 2002
On November 7th, Broussard updates his .plan file with an ad for environmental artists.[3]
We're looking for some Environmental Artists.
REQUIREMENTS
- Very good knowledge of Photoshop. You will be required to texture your own modeling work and have a willingness to work with photo-realistic source and reference.
- Very good knowledge of a modelling package (3DS Max preferred). You will be modeling architecture and environment elements for maps.
- A strong eye for architecture and environment design. Any traditional concept art skills are a plus.
- Professional game industry experience is a plus, but not a requirement. Your talent, personality and an impressive portfolio are more important than experience.
- You need to be a game player and love to play and talk about games, or you're not going to fit in here.
- You must be at least 18 years old, a US citizen, and willing to relocate to Garland, Texas .
WHAT WE'RE LOOKING FOR
- We're not looking for map designers. We're looking for artists that can take a basic shell of a level and detail it out with geometry that you will build and texture.
- We expect a certain level of technical expertise. The ideal candidate will understand the technology they have access to, as well as concepts of maintaining target frame rates and polygon budgets.
- You will be expected to learn our level editor so you can work closely with the map designers.
BENEFITS
- You will share in the profits generated from the game you work on.
- Signing bonus is available based on experience.
- Medical / dental insurance.
- Moving expenses.
- No publisher pressure on milestones or shipping to meet a quarter. We ship the game when it's ready. Your pressure comes from working with a small team of highly motivated people that demand excellence.
WHAT TO SENDE-mail the following to "georgeb@3drealms.com", or mail it to us at:
George Broussard 3D Realms P.O. Box 496389 Garland, TX 75049
- Current resume
- Web link to online portfolio (preferred), or mail us a CD with lots of stuff on it. You can also send a tape, although we prefer a CD or web link, so we can see the assets more clearly and easily.
- Tell us the last 3 games you've played, and what should have been improved with each.
Developer Commentary
on May 24 2021, Brandon Reinhart, a former DNF dev would post screenshots from an earlier build of the game on Twitter, seemingly from 2002. Unfortunately, his account was suspended not long after this.
A very old DNF development shot. This is probably from. 2002. Duke would sign an autograph in his novel. You could write whatever you wanted and the fans would be overjoyed. The pen he used was one of those mutli-color push tab things. I made a bunch of stupid features back then.
An early version of the autograph signing, also used to describe one of the game's biggest issues.
Another old DNF development shot. I implemented a piss key. You could press F and Duke would unzip and piss wherever he was. Here he is on a talk show pissing in the host's coffee mug. The piss stream looked better in motion, a little yellow rope particle system.
Another screenshot was posted on twitter by Reinhart, The text at the top reads:
Jay:So how do you feel about what the president? Do you think maybe you could've handled the alien invasion differently?
When asked, the developer elaborated a bit on the level order:
IIRC, the game opened with the Jay Leno interview, then Duke returned to his penthouse where the initial attack took place. He then climbs down the outside of his hotel for the vegas strip level.
Screenshots
Screenshots of the game from this year were released by Gearbox in the game's release in 2011.
References
- ↑ Learn to Let Go: How Success Killed Duke Nukem - Wired Magazine, December 21st 2009
- ↑ https://wiki.beyondunreal.com/Legacy:Unreal_Engine_Versions/1
- ↑ [1]
3D Realms News Posts
- http://legacy.3drealms.com/news/2002/01/dnf_most_antici.html
- http://legacy.3drealms.com/news/2002/01/official_duke_n.html
- http://legacy.3drealms.com/news/2002/05/waiting_for_dnf.html
- http://legacy.3drealms.com/news/2002/10/where_is_duke_n.html
- http://legacy.3drealms.com/news/2002/12/never_say_never.html