the cutting room mirror

2000-2004

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This is a sub-page of Prerelease:Prey (2006).

With Prey being put on hold in March 2000, updates would completely stop. The game would then spend time in limbo, with it uncertain if what its furture was in the eyes of the public. While development would resume the following year in 2001 with Human Head Studios, 3D Realms would not announce this fact until 2005.

Given the secretive development of the game during this time, not a whole lot is known about the early years of Human Head's version.

2000#

On February 3rd, RPOV would publish a feature discussing game engines, with Scott Miller being interview about the process.1 Prey is mentioned.

Our motive for developing the Prey engine was to ensure that we had total control of the technology, because with Prey we set very high game design goals and no engine at that time (and even now) could meet those goals

3D Realms would make a news post about the features on their website the following day but by the following month, this soon become one of the last mentions of Prey for quite some time.2

On March 2nd, 3D Realms moves their website. All materials and references to Prey are removed from the website and the FTP server. Corrine Yu would also be let go from 3D Realms around the same time.

Joe Seigler would provide an explanation.

Regarding the fact that Corrine no longer works here, and there is no Prey information on our March 2000 site redesign...

Our stance on Prey has not changed at all since the last time something was posted about it (which was long before Corrinne started working here). The game is on hold until Duke Forever is finished. At that time, we'll make some sort of decision about it. This statement has nothing to do with whether or not Corrinne is here, or is not here.

Due to this, we felt that the information that WAS out there was so horribly out of date, there was no point in keeping it online.

In July 2024, Scott Miller would be pressed about Corrine's firing in the official 3D Realms Discord server.

The issue with the final internal cancelation of Prey was that the engine didn't seem to be going anywhere. Yu simply couldn't make something we could use. So we decided to put the prey devs onto the DNF team, and we let Yu go. The idea was one day we might return to Prey, and when Mike Wilson came to us with the idea of Human Head making the game, it was a no-brainer to let them do it because we knew Human Head was a very talented studio.

I don't remember exactly the problems with Yu's engine work. It just seemed like it never materialized into something the team could start making a game with.

On March 10th, an interview with Broussard is published. While mainly about Duke Nukem Forever, Broussard is asked about Prey in one question. This was one of the first comments about the game following the website update, besides those of Seigler.34

Shack: What ever happened with Prey? It seemed to have been going so well and nearing finish with all the makings of a hit game.. Then suddenly one day the whole Prey team has been let go and the game is gone.

Broussard: Prey was "this" close twice. Ultimatley [sic] it was a problem with project management and getting the tech solid/stable. It just didn't happen, but it could have, and that irritates me on a daily basis. Our focus is to finish DNF, then decide what to do for the next project. It may be Prey (in a new form), may not be. Don't hold your breath.

On July 10th, the animated film Heavy Metal 2000 (known as Heavy Metal: F.A.K.K.² outside North America) is released on to home video. The movie contains the song, Missing Time originally made by KFMDM for the Prey soundtrack.

2001#

At some point in May, 3D Realms, Take-Two and Human Head would enter an agreement to resume development of Prey.5

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2002#

On June 26th, Human Head would post on their website looking for a level designer with experience with QERadient (which is similar to the Doom 3 editor).

Looking for Level Designers

Human Head is looking for talented level designers experienced with QERadiant and the Quake 3 engine. If you're interested, check out the Headhunt to see if you fit the rest of the bill.

On July 16, Human Head would update again on the level designer poistion.

Headhunt Update

Thanks to all those who submitted applications for our art and programming openings; those positions are now filled, and you'll see new Heads showing up on the Headcount. But the search continues for a Quake 3 Level Designer to join the Human Head team. If you think you have what it takes, check out the Headhunt.

Former developer William Scarboro would pass away on August 9th, with his funerial held on the 19th. 3D Realms would post about his death on their site.6

Scott Miller would update his .plan file discussing his memories of Scarboro the following day.7

Aug. 20, 2002

I was out sick yesterday, so only this morning did I learn of the death of William Scarboro.

William was the first internal developer we hired, for the making of the Wolfenstein: Rise of the Triad. Like Jim says in his .plan, William was a math guru, and I always got a kick challenging him with puzzles, most of which he solved easily. William was also very concerned about staying healthy, and worked out constantly and took nutritional supplements. But I never knew he had an asthma problem. He also wore black shirts -- everyday, without fail!

William had a great sense of humor, and an animated style when describing anything that interested him. At the same time he could be very serious and intense.

After Rise of the Triad, William became the lead engine coder on Prey, and was responsible for all the amazing portal effects that game demonstrated back in 1997 - 1998, winning many E3 honors. Unfortunately, the game was too ambitious and had to be abandoned. But, his work on the Prey editor ("Preditor") was also brilliant, and in fact the Max Payne editor is based on the Prey editor to a degree -- they almost look identical.

I will sincerely miss William. He was one of the good guys.

2003#

In a blogpost discussing the Max Payne franchise's history, titled "Max Payne: The Making of a Franchise", Scott Miller would state the following:8

3D Realms is currently working with another developer, with a very similar relationship that we had with Remedy, to create another hit series (or so we hope!). In 2004 this game will be announced and it will make a good case study in the making of a franchise, allowing me to discuss our key decisions prior to the game's release, and eventually seeing if we made the right calls.

2004#

Another big 'ol nothing year. Joe Siegler makes another post deflecting rumors about Prey.

In a CNN Money article with then id Software CEO and President Todd Hollenshead, the article would mention that a project from "an as-yet unidentified developer" would make use of Doom 3's id Tech 4 engine, with Hollenshead stating that "It will be a name that people recognize".9

References#


  1. In the Business of Making Games Engines - RPOV, February 3rd 2000↩︎
  2. Game Engine Article - 3D Realms, February 4th 2000↩︎
  3. Shugashack Interview: George Broussard - Shugashack, March 10th 2000↩︎
  4. George interviewed about Duke Nukem Forever - 3D Realms, March 10th 2000↩︎
  5. Post by @ScottApogee - Twitter, February 12th 2023↩︎
  6. William Scarboro Has Died - 3D Realms, August 19th 2002.↩︎
  7. Scott Miller's .plan - PlanetQuake, August 20th 2002.↩︎
  8. Max Payne: The Making of a Franchise - TypePad, November 23rd 2003↩︎
  9. Life after 'Doom' Doom 3's a smash. So what's up next for developer id Software? - CNN Money, August 13th 2004↩︎