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Prerelease:Prey (2006)

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This page details pre-release information and/or media for Prey (2006).

Hmmm...
To do:
A ton needs to get done like:
  • The sub-pages need to be worked on.
  • Fill out timeline.
  • Story and characters, and how they changed/evolved should be discussed in the "Differences" sub-page.
  • The furthest along sub-page here is the 1996 page, followed by both the 1997 and 1998 sub-pages.
  • Much more.

Developed by 3D Realms, multiple scrapped versions, engine changes, and over a decade in development. Hmm, doesn't it remind you of a certain someone?

Jokes aside, Prey has a very fascinating history, typically split into four eras (referring to who was leading development):

  • Tom Hall Era (February 1995-Ocobter 21st, 1996) - The first iteration of the game, developed by the team behind Rise of the Triad. Lead by former id Software developer Tom Hall. Scrapped in August 1996 when a few members of the team, including Hall, quit 3D Realms.
  • Paul Schuytema Era (October 21st, 1996-November 19th, 1998) - The second iteration of the game, lead by Paul Schuytema. The one was the "Talon Brave" version of the game with much touted "Portal Technology". Owing to difficulties with the engine, this version was scrapped, with Schuytema and engine lead William Scarboro leaving 3D Realms.
  • Corrinne Yu Era (November 19th, 1998-March 2000) - With many members of the Prey team moved over to Duke Nukem Forever, 3D Realms would announce that they had hired former engine developer of Ion Storm Corrine Yu. Yu wasn't leading development on a new iteration but rather was tasked with developing new technology for the project. Her efforts seemingly proved fruitless when in March 2000, following an update to their website, content and references to Prey are removed from 3D Realms' website and FTP downloads server with Yu let go around the same time.
  • Human Head Studios Era (2001-July 2006) - Following Yu's departure, the game the game would go into a brief period of limbo before being sent off to Madison-based developer Human Head Studios following the release of their game Rune. Little information about development was released during Human Head's stint, with much now known being retrospective. The game would finally be re-announced at E3 2005 with a steady stream of updates to continue until the game's release in 2006.

Summarized Development Timeline

1995

  • February 17th - After the release of Rise of the Triad, the team that worked on that game decides to make a "dark Sci-Fi game". Planning of Prey begins, with Tom Hall leading the project and William Scarboro as lead programmer.
  • July - Work on Prey begins.
  • November 9th - The 1995 prototype is complied.

1996

  • February 9th - The first of several updates for 1996 is posted. New artists Don Allie, Douglas Wood, and David Demaret are welcomed.
  • April 5th - A prank screenshot is published for April Fools, toating 258 frames per second.
  • May 5th - Screenshots are featured on the CD of Duke Nukem 3D when it is released to retail.
  • May 10th - A "hi-res" 640 x 480 screenshot is published.
  • Circa May/June - According to former programmer Mark Dochtermann in 2017, a functioning playable prototype is made around this time.
  • A render of the protagonist's face is released.
  • July 19th - A moratorium is put in place for new screenshots as the team was moving into a new engine.
  • August 12th - A few members of the team leave the company, quickly followed by Tom Hall.
  • October 21st - Paul Schuytema is announced to be the project's new lead.
  • Early November - Schuytema begins working at 3D Realms, he scraps everything and restarts development of Prey with a new vision.
  • November - Ideas for the game's new scenario begin being produced, including a man working as a guard on a space station and various names for the protagonist.

1997

  • January 9th - 3D Realms files a trademark for the name "Talon Brave".
  • April 25th - Matthew Wood is announced to be joining the team as a mapper.
  • Late June - Prey makes its first appearance at E3.
  • November 17th - 3D Realms announces that the band KMFDM will be providing the soundtrack to Prey.
  • December 12th - Gamecenter publishes the first instalment of the Prey Designers' Journal of articles from the Prey team, Into the Fire.
  • December 18th - 3D Realms posts a final development update for the year; Posting two screenshots, the hiring of David March as a modeller/animator and two songs from KMFDM (which were not a part of the Prey soundtrack) released as .MP3s.

1998

  • April 21st - Voice lines of Great-Grandfather (Enisi in the final game) are recorded.
  • May 28th - 3D Realms announces that they have found a voice actor for the main character, Talon Brave. They don't reveal his name, only saying that "he has an Apache background and has done different things in TV and radio before".
  • May - Prey makes its second appearance at E3.
  • August 5th - Voice lines of Talon Brave (Tommy in the final game) are recorded.
  • October - Schuytema's iteration is scrapped thanks to difficulties with portals. Both he and William Scarboro leave 3D Realms.
  • November 19th - 3D Realms announces that they have hired Corrine Yu to develop a new graphical engine, all by herself.

1999

  • March 25th - In a Google Groups discussion, William Scarboro recounts his experience developing Prey, ultimately concluding: "in hindsight, portal tricks such as these should be used as tricks, not as an engine paradigm."
  • April 29th - George Broussard addresses rumors about Prey in his .plan file.

2000

  • March - References to Prey are removed from 3D Realms' website, signifying that the game has been put on hold, but not outright cancelled. Corrine is fired.
  • October 27 - The game Rune is released by Human Head, Shortly after, Mike Wilson of Human Head looks for a new project, so he contacts Scott Miller and asks about the rights to Prey. Scott and George love the idea, and an agreement starts taking form.

2001

  • March 30th - George Broussard begins revising the Preyweb.
  • May - 3D Realms and Take-Two Interactive sign an agreement allowing Human Head Studios to work on Prey.
  • July 1st - The Milestone 2 document is created.
  • July 23rd - Revision 2.5 of the Design Document is created.
  • September 20th - Broussard continues revising the Preyweb.
  • October 16th - Broussard completes a final clean-up and hands the Preyweb and other related files off to Human Head.

2002

  • February 13th - Revision 7.0 of the Design Document is created.
  • February 15th - The Milestone 7 document is made.
  • June 14th - The Milestone 10 document is made.
  • August 1st - The Milestone 11 document is made.
  • August 9th - William Scarboro passes away from an asthma attack.

2005

  • April 26th - 3D Realms announces Prey through a press release, also confirming Human Head is working on the game.
  • November 18th - Localisation of the French, German, Spanish and Italian text is finalised.

2006

  • January 13th - Weekly updates posted simultaneously on the official website and 3D Realms' website begin.
  • June 28th - the game is announced to have gone gold.
  • July 11th - The game is released in North America.
  • July 14th - The game is released in Europe.
  • November 30th - Prey is released onto Steam.

2007

  • January 15th - The game is released to Mac OS X by Aspyr Media.

2008

  • October 24th - A Linux client for the demo was released by Ryan C. Gordon.
  • December 7th - The Linux client for the full retail release is made available.

Sub-Pages

Prey06-1996Logo2.gif
Differences

Timeline

Prey06-November1995-Screenshot0017.gif
1995
The long journey begins.
Prey06-June1996-Screenshot0607.jpg
1996
As Tom Hall's iteration is scrapped by August, Paul Schuytema is brought in to start a new vision.
Prey06-March1997-P031097.jpg
1997
Prey wows at E3 with its portal technology.
Prey06-June1998-CGWScreenshot.png
1998
Prey makes its second appearance at E3, but it would end up getting scrapped again by October. Corrine Yu gets hired to write a new engine for Prey by herself.
Prey06-1999-CorrinneYuBioPhoto.jpg
1999
While Corrinne Yu works on a new engine for Prey, much of the team is moved on to other projects and updates begin to dry up.
Humanheadlogo.png
2000-2004
Prey is put on hold in 2000, but Human Head Studios would pick up work on the project the following year. 3D Realms wouldn't admit the game had re-entered development until 2005.
Prey06-May2005-Screenshot006.jpg
2005
After years of rumors, the game is re-announced at E3. Regular updates would follow.
Prey06-2006-Countdown.jpg
2006-2008
The homestretch of development, with various updates, demos and more.

References

To Incorporate