Class, raise your hand if you bought Gears of War. A's for all of you! Now, do you know anything about the people that made Gears of War? Lecture time, Jimmy hit the lights and turn on the projector for me please. Here's TLB's newest weekly article for you readers: Weekend Reading - a semi-longish post every Friday night that does more than make you laugh or get you horny: it teaches you something. Feel free to suggest other weekly articles you'd like to see. (please say weekly babe, please say weekly babe, please say weekly babe)
Before Gears of War starting curb stomping noob-locusts, they actually started making games not from from those very same burbs - in the basement of Tim Sweeney, Epic Games founder. Sweeney started working on simple shareware games while he was still in college, with his first successful one being just a text game where players moved a smiley face around the screen picking up pennies. I made better games in one math class on my TI-83 calculator back in high school, but back in his day(before the internet) it made him $100 a day.
Before long he made a second game called Jill of the Jungle, which was a Mario knockoff platformer game, but back in 1992 it made him $1000 a day. At this point in Sweeney's life, his main competition was Apogee Software, which is the company responsible for the Castle Wolfenstein and Commander Keen series. platform game like Mario or Sonic. He said it was a pretty basic game for that time frame. It was released in 1992 and it sold even better than his first game, bringing in about $1,000 a day. At the time, Sweeney's big competitor was Apogee Software, which created shareware hits like Castle Wolfenstein and Commander Keen.
This is when Sweeney said he needed to make his company look legit, and not just 20 dudes in a garage. So he called it Epic MegaGamesand started recruiting external developers who were also building their own games. This is where Cliff Bleszinski (CliffyB) enters the story. CliffyB had created an adventure game called Palace of Deceit using visual BASIC, so he jumped on board. James Schmaltz, maker of Solar Winds and the third best selling shareware game in the 90s: Epic Pinball, also joined. Add a bunch of others and Epic MegaGames had five small teams of one to four people each, with Sweeney helping manage them all. Then Mark Rein joined them to help get their games published, and the rest was history.
"By 1995 we had five external projects going on. It was clear that the real industry growth was in retail distribution of PC games. Games would have a few million dollars of development funding from a publisher and sell a million or more copies at stores. We looked at Doom and Duke Nukem as the big examples of hit games then." Knowing that they needed their own big hit FPS game, they set out to make what we now all know as Unreal, which was released back in 1995 and helped change the industry forever.
(Bell rings). Ok class, that's all for now. Here's
your homework, it will be on the test.