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FOR IMMEDIATE RELEASE
Garland, TX - April 25, 1997 3D Realms hires two talented developers
-- one each to join Prey and Duke Nukem
Forever
Brian Cozzens, a.k.a. Whaleboy, joins 3D Realms today on
the Duke Nukem Forever team, a game expected to release before summer of 1998. Cozzens
joins the project as a texture artist, modeler and sketch/concept artist. His exceptional
talents in these areas first appeared in the first total conversion Quake add-on pack,
Shrak, by Quantum Access. From there Cozzens joined Ion Storm as a lead artist and
animator, working on John Romero's game-in-progress. Certain situations resulted in a
parting of ways with Ion Storm, opening the door for Cozzens to join the highly
anticipated Duke Nukem Forever project.
Also on the Duke Nukem Forever team is lead coder, Todd Replogle, who has been lead coder
for the three previous Duke Nukem games, plus Allen Blum, associate producer & lead
level designer (a.k.a. mapper), who held the same position with Duke Nukem 3D. Rounding
out the Duke team are George Broussard (project manager), Dirk Jones (artist), Brian
Martel (artist), Michael Wallin (artist), Stephen Cole (mapper) and Keith Schuler
(mapper).
"I feel like we have the strongest, most talented Duke team yet," commented
Broussard, head of 3D Realms. "We've gone to great lengths hiring and selected new
developers who meet and exceed very tough criteria and standards. The people who we select
to join us are truly cream-of-the-crop in talent, passion and creativity. Our games'
successes rely on the talent of those who make them, and without the best people, we can't
make the best games. We've been both lucky and persistent in finding the best
people."
The Prey project also struck gold in hiring Matthew Wood, a die-hard gamer who's been
making 3D levels in his spare time since the release of id Software's superhit, DOOM. Wood
has since been making highly imaginative levels for Descent, Warcraft, Dark Forces, Quake
and Duke Nukem 3D, and is joining Prey as a mapper. Besides his level design talent, Wood
is a highly competitive multiplayer of these games, saying, "I can be found on many
online services playing these games, including TEN, Kali and sometimes Mplayer. I take my
gaming very seriously." And although Wood is being hired as a level designer for
Prey, his artistic talent might be put to use, too. Wood has taken art classes throughout
his education and won numerous awards, including four Keystones (awarded to the top one
percent of all state entries).
Paul Schuytema, project leader for Prey, said of Wood: "We held a two-month long
contest over the Internet and our Web site, in which we evaluated hundreds of Quake and
Duke maps. Wood's maps stood out as the most ingenious, devious, structurally imaginative
and fun map submitted. And with his total passion to game design, he was the clear choice
to join the Prey team, which in my opinion as a long time professional industry writer and
game designer, is one of the most talent rich teams I've ever seen. Wood is joining the
best of the best, and should consider himself on par with his team mates."
Also on the Prey team: William Scarboro (coder, 3D engine & editor), Tom Pytel
(coder), Scott McCabe (artist), Stephen Hornback (artist), Allen Dilling (3D modeler), and
Randy Pitchford (mapper). "We're still looking to hire another mapper in a few months
plus a network coder to handle all of Prey's multiplayer functionality," notes
Schuytema.
"If games are the sum of the individual talents of the team," adds Broussard,
"and I believe that's the case--then both of these projects are reason for players to
be very excited about the future of 3D gaming."
Press contact:
George Broussard at [email protected]
[END]
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