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Unreal Tournament
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== Development == [[File:Cliff B.jpg|upright|thumb|200px|[[Cliff Bleszinski]] (pictured) and James Schmalz were the lead designers of their respective companies and contributed significantly to the final game content.<ref name="PM">{{Cite web |url=http://www.gamasutra.com/view/feature/131569/postmortem_epic_games_unreal_.php |title=Postmortem: Epic Games' Unreal Tournament |last=Reinhart |first=Brandon |date=June 9, 2000 |website=[[Gamasutra]] |publisher=[[UBM plc]] |archive-url=https://web.archive.org/web/20161017014133/http://www.gamasutra.com/view/feature/131569/postmortem_epic_games_unreal_.php?print=1 |archive-date=October 17, 2016 |access-date=October 8, 2016}}</ref>]] With a budget of $2 million, using 350,000 lines of [[C++]] and [[UnrealScript]], ''Unreal Tournament'' took around a year and a half to develop.<ref name="PM"/> When ''[[Unreal (1998 video game)|Unreal]]'' (the first installment of the ''[[Unreal (video game series)|Unreal]]'' [[Unreal (video game series)|series]]) was released in May 1998, it was well received by the press, but it soon became apparent that the quality of the network code used for [[Multiplayer video game|multiplayer]] matches was hampering the game's further success. In the months following ''Unreal''{{'}}s release, improving the game's multiplayer part became the top priority of the development team.<ref>{{cite web |url=http://uk.ign.com/articles/1998/08/26/sweeney-apologizes-for-unreal-woes |title=Sweeney Apologizes for Unreal Woes |author=<!--Staff writer(s); no by-line.--> |date=August 25, 1998 |website=[[IGN]]}}</ref> [[Epic Games]] started considering an official [[expansion pack]] intended to improve the network code while also featuring new maps and other gameplay elements.<ref name="PM"/> The team began work on the expansion in summer 1998, but the task became complicated by Epic's organizational structure. During the development of ''Unreal'', the team members at [[Digital Extremes]] were working in [[Ontario]], Canada, while the members at Epic were based in [[North Carolina]], United States, requiring regular travel to Ontario. To remedy this, Epic decided to centralize the teams in [[Raleigh, North Carolina|Raleigh]], North Carolina, and by September, work on the expansion could begin. Lead programmer [[Steve Polge]] set about laying the foundations for the new game types, such as Capture the Flag and Domination, and level designers created the first round of maps for testing. The content grew quickly, and soon the team realized that it had underestimated the task. In November, after a meeting with publisher [[GT Interactive]], [[Mark Rein (software executive)|Mark Rein]] suggested releasing the work as a stand-alone game instead of an expansion. The team was reticent at first, but soon accepted the idea, and in December the game became known internally as ''Unreal: Tournament Edition''.<ref name="PM"/> The development team for ''Unreal Tournament'' consisted of around 16 people.<ref name="PM"/> Most team members had worked on ''Unreal'', though Epic hired a number of new developers to reinforce the team. Programmer Brandon Reinhart was one such hire, joining Epic in August 1998 to help with the support of ''Unreal'' and the development of ''Unreal Tournament''. That December, Reinhart discovered an ''Unreal'' [[mod (video games)|mod]] called UBrowser, which provided a new user interface for finding multiplayer matches. After showing it to James Schmalz, the lead designer at Digital Extremes, Schmalz decided to hire the mod's author, Jack Porter. After only a few weeks Porter was already working with the team, replacing the game's existing menu system with his new interface.<ref name="PM"/> Epic founder [[Tim Sweeney (game developer)|Tim Sweeney]] worked on improving the networking code along with Steve Polge, who also wrote code for AI, player physics and general gameplay.<ref name="PM"/><ref name="partone">{{cite web |url=https://www.epicgames.com/community/the-longevity-of-unreal-tournament-part-one |title=The Longevity of Unreal Tournament: Part One |publisher=[[Epic Games]] |date=December 21, 2012 |access-date=October 11, 2016 |author=Flak |archive-url=https://web.archive.org/web/20170828185429/https://www.epicgames.com/community/the-longevity-of-unreal-tournament-part-one |archive-date=August 28, 2017 |url-status=live}}</ref> Erik de Neve was responsible for the [[Level of detail (computer graphics)|LOD]] character rendering, and various extra optimizations.<ref>{{cite web|url=http://www.unrealuniverse.com/features/interviews/erik.shtml|title=Unreal Tournament Interview with Erik de Neve!|publisher=Unreal Universe|date=1999|access-date=October 12, 2016|author=Unreal Universe|archive-url=https://web.archive.org/web/20000815235556/http://www.unrealuniverse.com/features/interviews/erik.shtml|archive-date=August 15, 2000}}</ref> During the game's development, the team lacked artists. The art director at Epic Games, Shane Caudle,<ref>{{cite web|url=http://machinima.com/articles/interview_shane_caudle/|title=Interview With Shane Caudle|publisher=[[Machinima Inc.]]|access-date=October 12, 2016|author=Machinima Inc.|archive-url=https://web.archive.org/web/20020820050539/http://machinima.com/articles/interview_shane_caudle/|archive-date=August 20, 2002}}</ref> and the artists at Digital Extremes could not make enough new [[texture mapping|textures]] because of the amount of diversity in characters and maps. To help with the skin and texture production, Epic contracted Steve Garofalo.<ref name="PM"/> The game's level and content management program, [[UnrealEd]], was written in [[Visual Basic]] and considered buggy, but no one had time to fix it. The game engine had an [[Object-oriented programming|object-oriented]] design, and the [[scripting language]], UnrealScript, was considered to be more like [[Java (programming language)|Java]]. The modularity of the object-oriented design meant that programmers could make large changes without affecting other parts of the game. Other tools used during development included [[Microsoft Visual Studio]] and [[3D Studio Max]].<ref name="PM"/> All of the weapon sound effects were created by [[Sonic Mayhem]].<ref>{{cite web|url=http://www.esreality.com/?a=longpost&id=433579&page=1 |title=Interview with Sonic Mayhem |publisher=ESReality |date=July 6, 2003 |access-date=October 16, 2016 |author=SweepeR |url-status=live |archive-url=https://web.archive.org/web/20161019051343/http://www.esreality.com/?a=longpost&id=433579&page=1 |archive-date=October 19, 2016}}</ref> The soundtrack for the game, which employed the system of [[module file]]s,<ref>{{Cite book |url=https://books.google.com/books?id=m5exIODbtqkC&pg=PA341 |title=Game Development and Production |last=Bethke |first=Erik |publisher=Wordware Publishing |year=2003 |isbn=1-55622-951-8 |page=341}}</ref> was written by [[Alexander Brandon]], [[Michiel van den Bos]], [[Andrew Sega]], [[Dan Gardopee]], [[Peter Hajba]] and Tero Kostermaa.<ref>{{Cite web |url=http://www.originalsoundversion.com/from-the-expert-mods-and-the-demoscene/ |title=From the Expert β MODs and the Demoscene |last=Brandon |first=Alexander |date=May 9, 2015 |website=Original Sound Version |archive-url=https://web.archive.org/web/20170904191840/http://www.originalsoundversion.com/from-the-expert-mods-and-the-demoscene/ |archive-date=September 4, 2017 |url-status=live |access-date=September 4, 2017}}</ref><ref>{{Cite web |url=http://www.unrealuniverse.com:80/features/interviews/alex.shtml |title=Interview with Alexander Brandon |author=Unreal Universe |website=Unreal Universe |archive-url=https://web.archive.org/web/20000817043118/http://www.unrealuniverse.com/features/interviews/alex.shtml |archive-date=August 17, 2000 |access-date=September 4, 2017}}</ref> ''Unreal Tournament'' had support for the [[Environmental Audio Extensions|EAX]] Version 2.0 [[3D audio effect|3D positional audio]] technology by [[Creative Technology|Creative Labs]] and A3D 2.0 [[Head-related transfer function|HRTF]] technology by [[Aureal Semiconductor]] out of the box.<ref>{{cite web|url=https://www.anandtech.com/show/460/8|title=Diamond Monster Sound MX400|last=Andrawes|first=Mike|date=January 27, 2000|website=[[AnandTech]]|access-date=January 29, 2021|archive-date=February 8, 2021|archive-url=https://web.archive.org/web/20210208072250/https://www.anandtech.com/show/460/8|url-status=live}}</ref> In 1999, Epic Games released a playable [[Game demo|demo]] on September 16.<ref name="partone"/> This version of the demo was only compatible with [[Glide (API)|Glide]]-based accelerators.<ref>{{cite web|url=http://www.ign.com/articles/1999/09/17/unreal-tournament-demo |title=Unreal Tournament Demo! |website=[[IGN]] |date=September 16, 1999 |access-date=October 11, 2016 |author=IGN Staff |url-status=live |archive-url=https://web.archive.org/web/20161011225651/http://www.ign.com/articles/1999/09/17/unreal-tournament-demo |archive-date=October 11, 2016}}</ref> An updated demo version, with support for [[OpenGL]] and [[Direct3D]] cards, was released on September 28.<ref>{{cite web|url=http://www.ign.com/articles/1999/09/29/new-unreal-tournament-demo |title=New Unreal Tournament Demo |website=[[IGN]] |date=September 28, 1999 |access-date=October 11, 2016 |author=IGN Staff |url-status=live |archive-url=https://web.archive.org/web/20161011232122/http://www.ign.com/articles/1999/09/29/new-unreal-tournament-demo |archive-date=October 11, 2016}}</ref> ''Unreal Tournament'' [[Software release life cycle#Release to manufacturing (RTM)|went gold]] (became ready for release) on November 16,<ref name="GoldRel"/><ref>{{cite magazine|author1=James Fudge|title=Unreal Tournament Development Finished|url=http://www.cdmag.com/articles/024/071/ut_done.html|magazine=Computer Games Magazine|access-date=October 7, 2016|archive-url=https://web.archive.org/web/20030703202645/http://www.cdmag.com/articles/024/071/ut_done.html|archive-date=July 3, 2003|date=November 16, 1999}}</ref> shipping a few days later on November 22. The Mac version went gold on December 15.<ref>{{cite magazine|author1=James Fudge|title=Unreal Tournament for the Mac Goes Gold|url=http://www.cdmag.com/articles/025/006/ut_mac.html|magazine=Computer Games Magazine|access-date=October 7, 2016|archive-url=https://web.archive.org/web/20030704000843/http://www.cdmag.com/articles/025/006/ut_mac.html|date=December 15, 1999|archive-date=July 4, 2003}}</ref> The Dreamcast version was developed by [[Sega Studios San Francisco|Secret Level]], who had to drop Assault mode, along with many larger maps, due to the Dreamcast having insufficient memory.<ref name="DCInt">{{cite web|title=Interview With Dreamcast Unreal Tournament Team|url=http://uk.ign.com/articles/2000/12/09/interview-with-dreamcast-unreal-tournament-team|website=IGN|access-date=October 8, 2016|date=December 8, 2000|archive-date=October 9, 2019|archive-url=https://web.archive.org/web/20191009101410/https://uk.ign.com/articles/2000/12/09/interview-with-dreamcast-unreal-tournament-team|url-status=live}}</ref> A [[Linux]] port of ''Unreal Tournament'' was also in development.<ref name="libraries">{{cite web|url=https://www.bluesnews.com/cgi-bin/finger.pl?id=266&time=19991228142120 |title=Unreal Tournament Linux libraries to be released under the Artistic License |publisher=Blue's News |date=December 28, 1999 |access-date=October 11, 2016 |first=Brandon |last=Reinhart |url-status=live |archive-url=https://web.archive.org/web/20161012082045/https://www.bluesnews.com/cgi-bin/finger.pl?id=266&time=19991228142120 |archive-date=October 12, 2016}}</ref> The goal of the project was to improve the quality of the Linux port of the game as well as strengthen the mod authoring community and teach Epic about open source projects.<ref name="libraries"/> In 2000, [[Loki Entertainment|Loki Software]] made an exclusive agreement with Epic Games to maintain and support the Linux version of ''Unreal Tournament'', offering new features, addressing any technical issues and achieving revision parity with the Windows version.<ref>{{cite web|url=https://www.bluesnews.com/a/50/epic-and-loki-partner-for-unreal-tournament-for-linux |title=Epic and Loki Partner for Unreal Tournament for Linux |website=Blue's News |date=August 1, 2000 |access-date=October 12, 2016 |author=Blue's News |url-status=live |archive-url=https://web.archive.org/web/20161012233548/https://www.bluesnews.com/a/50/epic-and-loki-partner-for-unreal-tournament-for-linux |archive-date=October 12, 2016}}</ref> Bonus Pack 1 was released on February 25, 2000.<ref>{{cite magazine|author1=James Fudge|title=Epic Games Releases Bonus Pack For Unreal Tournament|url=http://www.cdmag.com/articles/026/115/ut_pak.html|magazine=Computer Games Magazine|access-date=October 7, 2016|archive-url=https://web.archive.org/web/20031009072346/http://www.cdmag.com/articles/026/115/ut_pak.html|archive-date=October 9, 2003|date=February 25, 2000}}</ref> ''Unreal Tournament'' was re-released in fall (autumn) 2000 as ''Unreal Tournament: Game of the Year Edition'', which includes the first three bonus packs and [[Mod (video games)|mods]] such as Rocket Arena, a one-on-one combat mode.<ref>{{cite web|author1=Peter Cohen |title=Unreal Tournament Game of the Year edition coming |url=http://www.macworld.com/article/1020714/unreal.html |website=Macworld |access-date=October 7, 2016 |date=March 8, 2001 |url-status=live |archive-url=https://web.archive.org/web/20161009174144/http://www.macworld.com/article/1020714/unreal.html |archive-date=October 9, 2016}}</ref><ref>{{cite web|title=New Edition: Unreal Tournament |url=http://www.gamespot.com/articles/new-edition-unreal-tournament/1100-2614319/ |website=GameSpot |access-date=October 7, 2016 |date=May 17, 2006 |url-status=live |archive-url=https://web.archive.org/web/20170709020220/https://www.gamespot.com/articles/new-edition-unreal-tournament/1100-2614319/ |archive-date=July 9, 2017}}</ref><ref>{{cite magazine|author1=James Fudge|title=Unreal Tournament: Game of The Year Edition Announced|url=http://www.cdmag.com/articles/029/058/ut.html|magazine=Computer Games Magazine|access-date=October 7, 2016|archive-url=https://web.archive.org/web/20030704011000/http://www.cdmag.com/articles/029/058/ut.html|date=August 20, 2000|archive-date=July 4, 2003}}</ref>
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