George Broussard
(06/16/98)
on the switch from Quake II to Unreal engine for Duke Nukem
Forever
Article and interview by Brad Wernicke - Originally
seen at Dukeworld
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1. You guys shocked the gaming world
by announcing well into the development that Duke Nukem Forever
would use the Unreal engine instead of Quake II. Why make
that decision so late into development, and after Duke Nukem
Forever was so well received at E3 using the Quake II engine?
George: Actually we aren't as far along as you might think
and that in part led to the decision. We started working heavily
on the game after we got the Quake 2 code in mid Dec (97).
So at E3 we had about 4.5 months into the demo. The decision
was a business one based on where we were with the game, where
we wanted to go and the financial issues involved.
2. Was the whole design team behind
the decision? Were you discussing it long before E3, and when
did you arrive at this decision?
George: We "toyed" with the idea prior to E3, but nothing
serious. After E3, we were sitting around talking one evening
and someone said "Hey, let's switch to Unreal". The room got
quiet for a moment and I kinda excused myself to some thinking.
Once we discovered it was a doable deal, we sat as a team
and said "Here's what we wanna do. Any problems?" It was unanimous.
So then we set about putting the deal together. This all happened
the week after we got back from E3.
3. Was there one or two things about
the Unreal engine that made this decision easy, and what other
technologies does the Unreal engine offer, that the Quake
II engine did not? What new things will you be able to do
that you weren't able to do with the Quake II engine?
George: Both engines are very competent and both do different
things better. But overall, we were very impressed with Unreal
and it's suite of features. They had many of the things we
intended to add over the next few months (like large outside
areas), and some things we just added (but were not quite
polished) like procedural water etc. In general I think the
game is opened up a bit more to us now, and that's more conducive
to a Duke game. We did great things in Quake 2 to get Duke
"outside", but we wanted a little more.
4. Was doing large outdoor areas a
factor? The Unreal engine certainly seems more capable of
handling larger areas, but the E3 demo of Duke Nukem Forever
showed many large outdoor scenes...
George: We achieved what we wanted to at E3, and wanted to
go farther. Again, the whole issue was "do we spend dev time
and re-vamp Q2, or just switch to Unreal, and add features
as we go?". There are pro's and con's to both decisions. Going
with Unreal would cost us $$$ in the short term, but maybe
get us tech faster than we could add it. Staying with Q2 assures
more solid net play, but maybe Unreal will have that. So it
was a constant balancing act that we were trying to do to
decide. In the end, we just decided to switch. Right or wrong,
it's what we felt we needed to do, and it made sense for us,
right now. Maybe not for other developers, but for us.
5. Was the Unreal engine's superior
software renderer a big factor in your decision? After all,
making Duke Nukem Forever hardware only could have potentially
hurt your sales...
George: That was a small factor. We dropped software in Q2
in order to get some other benefits. Writing a 16 bit software
renderer was a considerable chunk of time, and one we really
didn't want to invest in. I really feel software is dead now
anyway, but it's a nice feature to fall back on.
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