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Prey - Developer Update #1
System: PC
Rated: M
Also On: Xbox 360
Shop: Buy It Cheap · Get The Guide

Index · Codes · Guides · Your Reviews · Your Rating · Screenshots

Welcome to the first installment of the Prey Weekly Update! We'll be updating this every week with juicy information about Prey and about the development behind the game. We'll be talking about anything interesting that's happened over the past week -- whether it is some new cool feature we've put into the game, or a milestone that has been reached. We're also planning some cool special features, talking about some cool highlights during the game's development. Hey, and you might even hear some interesting news about DNF from me, but probably not. :)

First, a brief history of the game since Human Head has been working on it. For a full history of Prey, check out Lon Matero's excellent Prey history page here.

Human Head started working on Prey in May 2001. We had recently finished Rune and were looking for our next project. George and Scott from 3D Realms enjoyed Rune quite a bit, and wanted to work with us on something. Prey seemed like an interesting project to resurrect.

3DR was interested in maintaining a few key elements from the original Prey design, specifically the main character (although he underwent a name change) and some elements of the plot. They gave us the freedom to rework the weapons, creatures, and levels. So our initial tasks were working with 3DR on the story and brainstorming the various features of the game.

For years, we worked on implementing our design. We went through a lot of visual iterations on creatures and levels, reworking things and throwing things out until we achieved a look and level of quality that we were happy with.

The design underwent many changes as well - mostly being streamlined into simpler systems. For example, originally Tommy had seven different spirit powers that he would gain through the game. We were concerned that the powers wouldn't be fully used, so we simplified the design to a single power: SpiritWalk. Eliminating the other powers allowed us to concentrate more heavily on SpiritWalk, and also simplified the control of the game (since a single button is needed for SpiritWalk instead of an inventory system for multiple powers).

Fast forward to May of 2005. E3. Our first public unveiling of the game. PC Gamer released an exclusive story announcing Prey. The rumors flying around were finally validated.

 


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