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3D Realms Interview
March 21, 2006   John JCal Callaham > [View My Other Articles]
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Introduction

Even though they haven't released an in-house game directly since Balls of Steel in 1998, Dallas-based 3D Realms remains one of the best known game developers in the industry, thanks to their part in helping to develop Remedy's Max Payne titles as well as the upcoming Human Head developed shooter Prey. However it's the game that hasn't been released, the long awaited first person shooter Duke Nukem Forever, that remains the most talked about project in 3D Realms' history. FiringSquad got a chance to chat with 3D Realms CEO Scott Miller about Duke Nukem Forever, Prey and other topics.
FiringSquad: First, will 3D Realms have a presence of any kind at GDC this year?

Scott Miller: No. We tend to go to E3 instead.

FiringSquad: 3D Realms is working with Human Head on Prey, much like they have worked with Remedy on the Max Payne games and with other developers on Duke Nukem titles. Can you explain how your company works with others to do these projects?

Scott Miller: We started this back in 1990, when we worked with Id Software on the original Commander Keen games, so it's something we've been doing for a long time. What we do is assist with project funding, game design, polishing the game, and marketing.

FiringSquad: As you might know, 3D Realms' Duke Nukem Forever got the Wired top Vaperware award again this year after having been "retired" from the list by Wired some years ago. After all of this time and all of the silence surrounding the game itself it is still a little frustrating about having a game take seemingly so long to develop?

Scott Miller: Well sure, no one wants to spend so long on making a game, and we've definitely screwed up along the way. But in the end, it'll work out fine as long as we produce a hit. If we manage that, few will care that it took so long.

FiringSquad: Does 3D Realms have any games in mind after the release of Prey and DNF, or is the company concentrating on releasing these games first before starting new projects?

Scott Miller: We've already mapped out a sequel for Prey, from a high-level story standpoint, and of course as soon as Duke is done we'll begin a new one. We are also getting the ball rolling on an unannounced project, which has yet to be signed by a publisher.


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 Quick Fact
Duke Nukem Forever was shown behind closed doors at E3 1998 using id's Quake II engine.

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