August 11, 2006

Prey Weekly... Er... Monthly Update #24

Hi all -- Welcome to the latest edition of the Prey Weekly update. Er, hasn't really been weekly for the past few weeks, though.

Things around here have been busy, but not nearly as busy as when we finished Prey. What have we been up to this past month?

Well, we've still been settling into our new offices; preparing the Prey patch and additional content; we had a fantastic Prey release party; many people have been taking vacations and sabbaticals (after you've been with Human Head for six years, you're granted an extra month off vacation. A lot of people are exercising that vacation now that Prey is done); and we're preparing for future projects (training, rethinking the design process, etc).

Prey Release Party

On July 20th, we threw a rockin' Prey release party in downtown Madison at the historic Orpheum Theater. More than two hundred of our closest friends and business associates attended, socialized, drank a lot and generally had a great time. There was an eight-player Xbox360 set-up for people to play deathmatch that was constantly busy throughout the night. Music was provided by Kid Beyond who was amazing! The things that guy can do with his voice were simply insane.

Overall, it was a damn fun night. Huge thanks for the group here who set the whole thing up, and a huge thanks to everyone who attended and helped us celebrate this monumental occasion.

Big thanks to Scott and George for attending as well. Although George's camera should be banned from all future parties where there's booze involved! :) We'll try and get some pictures online if we can pry them from George's hands. :)

Prey v1.1 Patch

We're currently working on a 1.1 patch for Prey to fix several bugs and a couple of additions. Here is the (not final) list of changes:

  • Fixed a crash at startup on some machines
  • Fixed an occasional crash on the dedicated server
  • Fixed a crash when using image_usecache cvar with very big textures. Textures whose lowest mip map doesn't fit will be default texture.
  • This was causing a crash when a modified prey was loading "Mother's Embrace".
  • Fixed a crash on some machines when reading savegames.
  • Some timedemo features not appearing if you restart between record/playback
  • Added widescreen resolutions to menus
  • Updated multiplayer browser to fix servers not showing up due to DNS resolution
  • Updated multiplayer browser not keeping join button up to date when server summary wasn't the active tab.
  • Updated multiplayer browser so punkbuster icons show up in their column properly
  • Updated multiplayer browser so mod games' icons show up properly
  • Updated multiplayer browser so server scanning is more consistent on slower connections
  • Fixed multiplayer weapon exploit

Venom is working on a 360 patch for Prey which will address the network lag issues on the 360 as well as fix several bugs there as well.

No ETA yet on the release of either of these patches, other than we hope to have them resolved and out very, very soon.

New Content for Prey

There's also new content for Prey coming soon -- still in the process of finalizing the new maps. We've read online that some people have requested maps that function well as 1v1 maps. So, we've taken that to heart and have been working on four maps that work better with a smaller number of people 2-4 players. Of course, you can still play with more than four in the maps, but they can get pretty insane.

Also, we're adding in six new player characters:

- Four female characters: Jen, Elhuit, Mother, and Becky (the blond victim you see occasionally on slabs in the single player Prey)
- Two Hunter characters: Hunter and Elite Hunter

Similar to the 1.1 patch, no ETA on the release on this, other than soon. We're still working on finishing the maps and play balancing them. We'll announce the release date for this, once we're closer to final. Watch 3DR's page, or Prey.com for that info.

Yes, this additional content will be released on the 360 as well. Further details about possible points cost of the extra content for the 360 has yet to be determined.

Well, that's all for now. We'll definitely keep everyone posted on the status of the patch and of the new content.

Until next time, stay out of trouble.

Chris Rhinehart - Prey Project Lead
Human Head Studios



Click the screenshot to watch Prey in action on the videos page!

Visit our Prey Downloads Page to get the PC Demo!
Visit Xbox Live Marketplace to download the Prey 360 demo!


Additionally, if you are a gaming news website, and wish to be updated directly with notification of these updates, please email us with a link to your website and a request to be added, and we'll email you with the next update.

Posted by Joe Siegler at 12:47 PM | Discuss this story on our forums


June 30, 2006

Prey Weekly Update #23: GOLD Edition

Welcome to an edition of the Weekly Update that I've been dying to write for a long time. Prey is officially GOLD!!

After five years of development, Prey is done and on its way to manufacturing.

It's a good feeling. No, it's a great feeling. Of course, like any project, there are a hundred little things I wanted to fix. But there comes a time when you have to stop and agree that it's time for the game to escape into the world.

Understandably, spirits are really high here at Human Head. We just went gold, and last week the PC demo was released to an amazing amount of praise (a huge thanks to everyone who emailed us to say congrats -- we all truly appreciate the letters of encouragement).

And other good news today -- the Xbox 360 demo has finally been released! If you have a 360, go grab it! See what that kid up the hall with the PC has been raving about lately.

The demo was, in a way, an interesting experiment that's paying off very well. I mean, think about it: how many games these days release a demo before the full version is released? We noticed that trend that felt that we could get a demo out before the full version. Nothing markets a game better than the game itself.

Not only that, but I've heard a lot of people are happy that the demo contains so much content. Why did we choose to release a fairly large five-level demo? Well, we've always wanted to release the demo from the start of the game. At the same time, we knew it was important for people to experience SpiritWalking and DeathWalk. But neither of those features come into play until the fifth level of the game. So, it was pretty obvious that we needed to include all of those levels in the demo. And, of course, we needed to show off MP. So that added on an additional two levels. End result: A pretty big demo.

A few people have mentioned that we've shown off all the tricks in the game already in the demo. Not by a long shot. There are still a lot of things that we held back: the shuttle vehicle, a lot of other cool portal and gravity puzzles, more creatures, and different environments. But, this is starting to sound like a marketing pitch...

So what's going on here at HH now? Well, many people here at HH are taking well-deserved breaks, before we dive into our next project. But, we're committed to supporting Prey. We're also working on additional content for both PC and the 360 -- nothing concrete that we can announce right now, other than some new DM maps (especially some maps designed specifically for one-on-one matches!). No estimate on when this content will be released, but we hope to start internal testing of at least one of the new DM maps next week.

We've also been spending some time online deathmatching in the demo. So if you see a Human Head person online, you know, take it easy on them. :-)

Until next week, stay out of trouble and enjoy the Prey demos!

Chris Rhinehart - Prey Project Lead
Human Head Studios

P.S. Sorry there was no update last week, in the aftermath of the PC demo release, we totally forgot to do one last Friday!


Click the screenshot to watch Prey in action on the videos page!

Visit our Prey Downloads Page to get the PC Demo!
Visit Xbox Live Marketplace to download the Prey 360 demo!


Additionally, if you are a gaming news website, and wish to be updated directly with notification of these updates, please email us with a link to your website and a request to be added, and we'll email you with the next update.

Posted by Joe Siegler at 6:19 PM | Discuss this story on our forums


June 16, 2006

Prey Weekly Update #22

And we're back. Apologies for missing last week. Things were pretty busy leading up to Friday and I wasn't going to be able to write the update on time.

But I'm back this week and writing this early. Very early. Right now, it's 2:30 in the morning and I just woke up. Admittedly, I'm still rather tired, so apologies in advance if this update is a bit rambly. No, I'm not in some crazy crunch mode right now. I just have to be up early to catch a plane to Dallas.

So what has been going on lately in the world of Prey and at Human Head? A ton of stuff. Mainly, we've been playing the PC and 360 versions, as well as tweaking the 360 demo (the PC demo was wrapped up a bit ago). Time is getting tight with this, since the demo will be released next week.

That's right. The Prey demo is going to be released in less than a week. Are we nervous here at Human Head? Yeah, admittedly a bit. But mostly we're excited to finally unleash the game we've been working on for the past five years.

Although a bit of history about those five years: Technically, yes it's been five years as we signed the project in May of 2001. But, we didn't actually get the Doom 3 code until fall of that year, so the first few months were all design work. When we received the Doom 3 code, there was a huge shift in learning the new tech.

Then there a pretty big Design Apocalypse around 2003 where we threw out a lot of stuff and started from scratch. Not the most efficient way to develop (and I would prefer to avoid so much wasted work in the future) but in the end it was a huge learning experience that paid off as the game turned out great. Of course, I'm just the slightest bit biased.

Anyway, back to the present: Things are starting to slow down a bit at Human Head. We're still busy, but a few people are done with their Prey tasks and have been taking their end-of-project vacations, and others have started some research/learning projects in between testing Prey.

Some of the level designers have been creating new DeathMatch levels for the game. They've been working on some new looks as well as creating some levels that are better designed for one-on-one battles (most of the levels in Prey are designed to work well with 4-8 people, although a some also function pretty well with fewer than four players). We don't have an ETA when these maps will be available. They've just started on them and aren't at the testing phase yet.

Next week, I'm headed out to San Francisco and Los Angeles for a Prey PR tour. The demo we'll show during the tour consists of about 40 minutes of gameplay from various parts of Prey (showing both PC and 360 versions). I'm looking forward to it -- especially since I'll be showing off some areas never before shown to the press. Should be a pretty interesting trip.

Speaking of trips, I see now that I need to get ready as my flight leaves in only a couple of hours.

Remember: Next week the Prey demo is released. Grab it, play it, and comment on it. I'm very much looking forward to what everyone has to say.

Until next week...stay out of trouble.

Chris Rhinehart - Prey Project Lead
Human Head Studios


Click the screenshot to watch Prey in action on the videos page!


Additionally, if you are a gaming news website, and wish to be updated directly with notification of these updates, please email us with a link to your website and a request to be added, and we'll email you with the next update.

Posted by Joe Siegler at 10:56 AM | Discuss this story on our forums


June 9, 2006

Prey Weekly Update Update

Just a short note about this week's Prey Weekly Update. There isn't going to be one this week. Chris sent over an ICQ message saying they're just too busy to take the time to write one today for the update.

This is understandable, as they're incredibly busy at this point as they race toward finishing the game and the gold announcement that we're sure people are waiting for. Chris wanted to pass along his apologies for not doing an update this week, but we're sure you'll understand.

In the meantime, if you haven't seen it, make sure to check out our Camera Captioning Contest, where you can win a free copy of Prey!

Posted by Joe Siegler at 4:33 PM | Discuss this story on our forums


June 2, 2006

Prey Weekly Update #21

Well, it's June 2nd, and we're twenty days away from the demo launch on the PC & Xbox 360. The game is closer to release, and as such, Chris Rhinehart has had to ask for backup for this week's weekly Prey update. This is again not Chris, this is Joe Siegler of 3D Realms. Chris asked me this in an email.. "Would YOU like to do the weekly update this week? Give 3DR's perspective on what you've been working on over the past couple of weeks or so?"

While my personal involvement outside the forums is mostly deathmatch testing, I said I'd take a stab at it. So without further ado, here goes the Prey Update for this week.


Recently at 3D Realms, we've spent a bunch of time on MultiPrey both in the full version as well as in the demo. It's a real hard job being forced to play deathmatch at work, but hey. Someone's got to do it. Because of the repetitive nature of testing games close to completion, you tend to know the source material pretty well. Since most of what I do in testing now is MultiPrey, I'll give a few of my own insights into that.

The MultiPrey Server Creation Screen

The "Prey stuff" that is in deathmatch definitely brings a whole new world to the concept. I started playing Deathmatch in videogames with most other people, back in 1993 with Doom. To most of us that were around back then, it's still held up as a great game with great deathmatch. Sure, there's been plenty others over the years (Dukematch and WangBang come to mind). Online play has expanded over the years into all kinds of various modes, but Prey Deathmatch is a really cool mix of old school deathmatch feel, as well as being more up to date with the gravity flipping and portals in the current technology.

It's all pretty darn cool. The first few times you play, if you play against someone else who knows the concepts introduced with Prey Deathmatch, they'll school your ass, as you're not used to looking in every direction for incoming fire generally. Back in the old days with Doom, ROTT, and the like you had just left and right to contend with. Quake introduced up and down to the mix, and it's pretty much stayed that way until now. While Quake allows for incoming fire to come from almost every direction, the base play remained the same, as you had to be "on" something - up and down were constants for the most part, despite the Z axis now being brought into play. Prey changes that with gravity flipping and wall walking. Quite frequently I play one of the levels with a bunch of wallwalks, and as I'm being shot, it's sometimes hard to tell where the shooting is coming from when the guy is above your head shooting straight up at you. It's quite interesting to be in a map looking straight up, and seeing another character doing the same thing to you - up and down are quite different concepts here, and seriously impact how you play deathmatch.

Portals also bring an interesting twist to the party. I was playing MultiPrey in one level, and kept shooting myself, but I didn't realize it at the time. You see, there was one bit where the level designer constructed the layout of the portals such that when you came out of one portal, you saw what you think is someone else going into another one. This being deathmatch, you shoot at everyting, so you fire at it - and it ends up being yourself! What's brilliant about this particular bit of level design is that you get to see just enough to let you know someone is there, but not enough to know who it is. So if you're heavy into deathmatch and aren't paying attention to what you're shooting at, you're likely to be shooting yourself. It's quite funny.

The maps that come in the Prey demo for deathmatch most definitely show off the cool wallwalking and gravity flipping aspects of Prey. There's a couple of screenshots below showing a few of these things from MultiPrey. Prepare for something new to the genre of good old fashioned deathmatch.


Some other things we've done at 3DR recently have been design issues like approving the box art. It might not seem like a lot - just put a picture up there, but there's a million small fiddly bits regarding box art, placement of logos, names, images, etc. I've been here a long time and have seen a lot of games come out, and box art design has always been an issue where the smallest most minute detail gets a lot of discussion.

The game manuals are also underway - there will be a print manual both with the PC & 360 versions. They all have to be read over many times for accuracy as well as other things again like placement of images, things of that nature.

One other section that has been tested a lot is the Triton delivery system. Sure, you can go to the store and buy a box, but you will also be able to buy the full game over Triton, and this needs testing. The last few beta builds we got at 3DR have come through Triton, which is kind of cool. What's nice about the Triton system is that you don't have to wait for the entire title to come down to play. After a certain percentage of the game has been downloaded, you are asked if you want to start playing right away. You can choose to start playing (depending on your download speed) after a short while, and the remainder of the game will be streamed to your computer in the background while you play.

We're also testing the Xbox 360 version, too. In previous updates, others have mentioned testing going on. At 3D Realms we get the builds from Venom in the UK - they get copied to the dev kit 360's, and away we go. While I personally haven't played it, I've watched others, and I have to say it looks as smooth as the PC games do - Venom has done a great job here. You can't really tell the difference, and the hitching that seems to plague Quake IV on the 360 is not in evidence here. It's a smooth title. Looks good and feels good on the 360.

Builds have been coming pretty frequently the last few weeks (in some instances multiples in one day), it ends up being a lot of work. Yeah, it is work at a game company. Yeah, it's fun, but when you're told "OK, you have to focus on such and such a level in this mode", and you want to play another level... Yeah - I know what you're thinking. Shut your whining, you work for a game company. You get to play games. :)


Venom has been crunching hardcore over the past few weeks to get the 360 version of Prey together. Some of the highlights they've done recently:

  • Tons and tons of bug fixes
  • Overall gameplay tweaks based upon feedback from HH and 3DR. Some creatures were designed for the fast movement of the mouse, so we had to rework some of the gameplay values for those creatures
  • Greatly improved texture resolution (there were some memory issues for a while, and as a test, Venom reduced the overall texture resolution on the game.) But, they found the memory issues, fixed them, and now have bumped the resolution back up higher.
  • Tweaks to the feel of the controls
  • A few tweaks to the default gamma/brightness
  • Tweaks to the autoaim system to make it fair and useful
  • Overall, they are kicking ass on the 360 version of Prey. Visually, it looks identical to the PC version.

Prey is close, my friends. You're gonna want to visit back in 20 days when the demo is released, and you can check out all this stuff on your own.

Until next week,
Joe Siegler - Webmaster
3D Realms (aka not Chris Rhinehart)

P.S. Just because he didn't think I'd actually post this, here's a picture of myself getting totally schooled by someone else up here. Check out this score. There, I did it Bryan - you happy now? :)







A couple of shots during loading from MultiPrey showing some of Wallwalks and gravity differences.


Click the screenshot to watch Prey in action on the videos page!


Additionally, if you are a gaming news website, and wish to be updated directly with notification of these updates, please email us with a link to your website and a request to be added, and we'll email you with the next update.

Posted by Joe Siegler at 5:20 PM | Discuss this story on our forums


May 26, 2006

Prey Weekly Update #20

I'm writing this amidst the dust and piles of unopened boxes of our new offices. That's right, Human Head has moved offices -- not to a new city, just across town. We're still here in Madison, Wisconsin.

Why did we decide to move now? Well, there were these stalkers... no, just kidding. We decided to move office space about a year-and-a-half ago, because we wanted a larger space and a better layout for our workflow. That, and we were just getting sick of the old place and wanted a change. We tried to schedule the move until after Prey was complete, but due to various timing issues as the place was built, the move was eventually scheduled for this week.

Overall, it's going smoothly -- we packed everything on Monday, the movers moved everything on Tuesday, and then we started the process of unpacking. There's still a ton of stuff to do, but we finally have the server back up, and we all have internet access again.

Only a few annoying moments so far -- they didn't have the air conditioning up until late yesterday, so the movers had to move everything in the sweltering heat. Glad that none of them collapsed from heat exhaustion -- it was pretty rough.

Two nights ago it rained horribly -- turns out they hadn't completed everything with the roof yet so we were getting leaks in about seven places here in the office, including directly onto my desk. So now I'm typing this with a very large bucket sitting on my desk to catch anything should it rain again today.

Still, the new offices are considerably better. Our old space wasn't optimal, because it was divided in half (the reception area was in the center of the space, so the team was split up). Interestingly enough, we divided into artists/animators on one side and programmers/level designers on the other side. So, Human Head was unconsciously split into a right brain/left brain arrangement. Weird.

The new space has no more cubicles. We have decent-sized offices, in which we have 2-3 people per office. Sliding doors adjoin many of the offices to facilitate cross-discipline communication.

And, of course, there are the nice amenities such as a large breakroom, multiple conference rooms, showers, and a theater room (of which the inaugural movie we watched was BloodRayne.)

Once the space is finished and we're all moved in, I'll post up a bunch of pictures of the place.


Anyway, on to stuff about Prey: The move ate into our development time, of course, but we are doing our best to not let it sidetrack us too much.

Venom is cranking on 360 bugs and tweaks -- they fixed a couple of pretty heinous bugs relating to memory management, and they are working their way through their bug database, eliminating bugs or throwing them our way should the bug turn out to be in the PC version of the game as well.

We're also still working on the PC demo. Nearly everything is together for it, we're working on the intro and exit screens for the demo. Once we have everything together, all the text in the demo has to be sent out for translation, and the demo itself has to go through QA.

Venom will be working on the 360 demo, which should be pretty much identical to the PC version.

And, let me say, it's a pretty big demo. It's not exactly like the shareware days of old -- we aren't giving away a third of the game, but there's still a ton of content there. I estimate it should take the average person an hour or two to get through it.

I'm very much looking forward to everyone's reactions to the demo. Not that much longer now!

Anyway, I need to get back to unpacking and going through my mountain of email. Until next time, stay out of trouble!

Chris Rhinehart - Prey Project Lead
Human Head Studios


Click the screenshot to watch Prey in action on the videos page!


Additionally, if you are a gaming news website, and wish to be updated directly with notification of these updates, please email us with a link to your website and a request to be added, and we'll email you with the next update.

Posted by Joe Siegler at 12:22 PM | Discuss this story on our forums


May 19, 2006

Prey Weekly Update #19

Well here we are. Update #19. Since E3 was last week, seems about right that I update on the big show.

Before that, though, I first want to extend a huge thanks for Jason Blair and Eli Quinn for writing excellent updates over the past two weeks.

As usual E3 went by very fast. Always feels like I never have enough time to see everything I want to see, talk to all the people I haven't seen in person in a while, and still spend a lot of time showing off the game.

Last year at E3 we showed a 12-minute video showcasing some of the new gameplay elements we've created in Prey. It mainly focused on the single-player. This year, we focused on the multiplayer, with systems set-up for people to actually play the game.

Prey was featured in four places at E3:

  • The 2K booth, of course, had eight-player PC multiplayer set-up, with a major tournament scheduled throughout the show (more on that later).
  • Creative had a very nice eight-player PC set-up as well. They were running tournaments and giving away t-shirts and other prizes to the champions of each round.
  • Logitech had a four-player PC set-up of the game in a good location where people could very easily stroll up and play the game. They also had an announcer there who publicly called the matches and taunted the player. It was also conveniently located close to the Sin girls, so I imagine that helped, too.
  • Lastly, Microsoft had a four-player Xbox360 set-up, where people could frag each other in the console version of the game.

We took along enough Human Head people so we could make the rounds and ensure that there was a Human Head employee at each of these four places at all times. Turned out, though, that each location did such a great job showcasing the game, that our job basically turned into a constant wander around from location to location just making sure that nothing was going wrong.

We did spend a lot of time at the 2K booth, helping people and showing them some of the less obvious features of multiplayer. As mentioned in previous updates, I was still impressed with how quickly people acclimated to the wallwalking and gravity changes in the game. No one puked on their keyboards, so that's a good sign!

Here's a brief rundown of each day:


Tuesday, May 9th:

Our flight left at the crazy early hour of 7:40. I didn't get any sleep the night before, so I literally slept the entire flight. Fell asleep when we took off, woke up when we landed. I tell you, it's like a portal opened up in front of the plane.

When we arrived, we first had a panicked call from 2K asking when we were showing up, as the machine needed to be tested. We headed straight to the convention center to start setting up the game.

Of course, something went wrong right away. The map cycle script wasn't working. In fact, it appeared to not be included in the build at all! A bit more investigation and I realized that we had brought along the wrong build. See, we generated two builds for E3, the recent one and one from a week before (as a backup stability build in case there was anything wrong with the newest one). We brought along that older build, but neglected to grab the newest one. Oops.

No big deal. 2K had internet access so we quickly snagged the proper build and installed that instead. Problem solved.

We tested all the machines, dealt with minor issues with drivers, plasma tv setups, etc. All was in working order.

That night we had a great dinner at Fogo de Chao, then had a few drinks at the hotel bar before crashing.


Wednesday, May 10th:

Morning came way too fast. I still think I was sleep deprived from the lack of sleep the night before. Oh well.

We arrived at the show a bit late, so had to scramble a bit to set-up on all the various places throughout the show. But, we made it about on time as journalists started to pour into the convention center.

The first day was mainly us walking around and watching for any crashes or freezes or anything. No major problems, other than a few issues over at Creative, which we fixed by tweaking a few things in the audio settings.

The first day of the show is always more chaotic than the others. People are getting into the groove of explaining stuff about the game, kinks are worked out in the setups, and so forth. Overall, it went really well, though. The dedicated servers ran all day without any problems.

At 5 PM, James Sumwalt (co-owner of Human Head) and I were scheduled to be featured on G4's E3 special, showing off Prey on the 360.

We had to arrive at the G4 location around 1:30 for a tech check. Glad we did. See, Prey is a mature rated game, so there is a bit of swearing in there. There's a profanity filter in the PC version, but not in the 360 version we had with us, so we had to tech check the swearing for approval. Some of it was okayed, but a few lines were not approved.

Unfortunately, we had no control over some of the line (as they are randomly played when the player is damaged). So, to fix this, G4 had us on a seven second delay so they could bleep out any swearing that inadvertently gets into the broadcast.

If you've seen it, you know they didn't have to bleep us. Still, damn cool that they had to delay us just in case. :-)

At the end of the show, we removed the game from all the various machines at 2K, Logitech, and Creative, just as an additional step of security. This would mean that we would have to reinstall the game again the next day, but luckily the show didn't start until an hour later on Thursday.

Wednesday night, we had a fantastic dinner with some friends at Katana in Hollywood. Many good stories were told, many good drinks consumed. I'm not a tequila fan, but one of the shots we did was absolutely fantastic.

Didn't get to bed until late.


Thursday, May 11th:

Again, morning came way too fast. Seems that's another staple of E3: Not quite getting enough sleep.

This time, we got to the show very late -- turned out that we thought the show didn't start until an hour later than we originally thought. So, again it was a scramble to get everything set up on each machine. We got things done roughly on time, though.

Thursday was very similar to Wednesday, walking around, making sure that everything was in order. Again, the dedicated servers were totally solid, and no major problems occurred.

That night went to dinner with Scott Miller and few people he knows. It was an odd dinner -- the place was way too loud, and it was hard to hear people even sitting right next to me. Note to self: In the future for dinners like this, we definitely need a private room.

Thursday night, ended up hanging at the hotel bar again. And, once again, didn't get to sleep until late.


Friday, May 12th:

I was starting to get used to waking up without enough sleep.

Friday was the day of the big finale to the 2K tournament (the grand prize was a $5000 Prey-skinned VoodooPC decked out with tons of great shit).

The tournament was fantastic -- the final game came down to the wire. The top two players had 25 kills to 24 kills. Literally at the last second, right before the scoreboard pops up, there was the loud splat of the Acid Sprayer. On the final scoreboard: 25 to 25.

There was a stunned pause then the crowd erupted in cheers. It was a tie! So the top two guys would have to face-off against each other. Unfortunately, the maps we brought along were all designed for 6-8 players, so they would have been rather empty for just 1-v-1.

As a compromise, we threw in two Human Head people (James and me), and Luna from 2K. After a harrowing battle, one of the guys emerged victorious to win the Prey PC.

How did we do? Yeah, I came in dead last. Embarrassing, but these guys were damn good at the game. I was impressed!

After the tournament, there were a few on-camera interviews with various magazines, and then the show was over. We did our final install of the game, ensured that we had all the CDs with us (wouldn't want that getting out!), and left the convention center.


Overall, the show went very well for us. The feedback I received in person and online has been extremely positive. Plus, we've received two nominations and an award thus far:

That about wraps up the details of the E3 trip. It was tiring, but very much worth it.

So, until next week. Stay out of trouble.

Chris Rhinehart - Prey Project Lead
Human Head Studios

P.S. Oh, and here are a few pictures taken during the actual trip!





Tuesday: Setting up the game in the 2K Prey booth.





Standing under the giant Prey display. This is on Friday, near the end of the show (can you tell we look tired?). The people are, left-to-right:

Chris Rhinehart (Project Lead), Tim Gerritsen, (co-founder & CEO), Nick Taylor (Animator), Jason O'Connell (Level Designer and LevelMaster), James Sumwalt, (co-founder and Senior Artist)



Click the screenshot to watch Prey in action on the videos page!


Additionally, if you are a gaming news website, and wish to be updated directly with notification of these updates, please email us with a link to your website and a request to be added, and we'll email you with the next update.

Posted by Joe Siegler at 2:33 PM | Discuss this story on our forums


May 12, 2006

Prey Weekly Update #18

Hi everyone, welcome to another Prey Weekly Update. I'll have you know that this is not Project Lead Chris Rhinehart speaking (or typing) to you right now, he is currently a bit swamped at E3 showing off the madness and mayhem of Prey. This here's Eli Quinn, I am an artist at Human Head Studios. I worked mainly on the environmental textures in the game, along with various skins, GUI's, etcetera.

The art tasks for Prey are pretty much wrapped up so the art staff is focused on playtesting right now. We have a number of XBox 360 development kits in the office so we're banging on Venom's version of the game. It looks and sounds great. Although I'm a PC gamer at heart it is a refreshing change. Speaking of the PC version, we are certainly still tearing into it as well. With a portion of our staff gone at E3, Prey Art Lead Rowan Atalla has taken on the not-so-glamorous burden of compiling the list of bugs and fixes. I'm sure that his nigh-legendary coffee intake has only increased in light of that!

The single-player version of Prey has truly come together. I've worked on the game ever since 3D Realms decided to relaunch it with us as the development team in 2001, which feels like roughly a billion years ago. The learning curve with the Doom3 engine was pretty fierce for all departments. You see, back then us texture artists had to paint all the highlights and shading onto one layer, like a photograph. We had to walk twelve miles to school in a blizzard and it was uphill both ways. We had dirt for breakfast. Lead paint scrapings for lunch.

Where was I? Oh yeah...

All of a sudden this new technology came along and we were able to model normal maps and paint diffuse, specular and height maps. Needless to say, it took a while to perfect the look we wanted. It was both intriguing and frustrating much of the time but all that toil has certainly paid off.

Multiplayer Prey (or MultiPrey, as it has been so coyly coined) is one hell of a good time. I can't say I'm the greatest at it compared to others on the team but I still have fun. I don't really sweat when I'm sitting still but I've found that after a good deathmatch round I am covered with a sparkling sheen, like a nerdy James Brown. It's intense, man! A really fun trick that I haven't mastered yet is to hide your body and spirit walk out to the battle, you can't be harmed by a physical body in that mode so you can essentially chase everybody around. Until someone finds your body of course, then you get violently pulled back into the physical realm and you're probably toast. I look forward to getting my ass handed to me by all you deathmatch experts out there once the game is released! Or "pwned" or whatever the hell you kids say these days. Learn to speak English! Pull up your pants! Put that visor right-side-up and turn it around! Pardon me, I have misplaced my cane...

Congratulations are in order for Human Head Concept Artist/Level Designer Ashley Welch, whose dazzling rendition of the sphere in Prey was chosen for the "Into The Pixel" show at E3 this year. What is that, you say? Well, from their site, "Into the Pixel is a juried exhibition of the art of the video game, curated by experts from world-renowned art museums, cutting edge galleries and interactive industry veterans." You can read about it and see Ash's art at this site: http://www.intothepixel.com/view-art.php?year=2006

Well, that's about all the rambling I am capable of. I'm not a writer really, I just draw the purty pitchers. Chris will be back next week to fill everyone in on the happenings at E3. So far it sounds like the reception is amazing so he should have some good news for us.

Take it easy y'all, I'll see you on the Prey Forums where I can rid myself of this dastardly punctuation.

Eli Quinn
Texture Artist
Human Head Studios
(still not Chris Rhinehart)


Click the screenshot to watch Prey in action on the videos page!


Additionally, if you are a gaming news website, and wish to be updated directly with notification of these updates, please email us with a link to your website and a request to be added, and we'll email you with the next update.

Posted by Joe Siegler at 2:44 PM | Discuss this story on our forums


May 5, 2006

Prey Weekly Update #17

I'm not Chris Rhinehart. That's my usual greeting when meeting people, not just the opening of this weekly update. I just like to make sure there's no confusion. My name is Jason L Blair, though, and I'm the Director of the Adventure Game Division here at Human Head Studios.

Chris asked me to write this weekly update because, as you can imagine, everyone here is going through a hardcore crunch right now--not only with finishing the game, but preparing for next week's computer and video game extravaganza, E3.

Prey will have a strong presence at this year's E3. It will be shown not only at 2K Games' booth but Creative Labs' and Microsoft's booth as well. All three spots are amazing traffic centers and I'm confident folks will be blown away by what they see.

Both the PC and Xbox 360 versions will be shown at E3. A MultiPrey tournament will be going, showing off Prey's mind-bending Death Match experience. As you're reading this, you are probably fully aware that Prey plays hell with gravity, wall-walking, and even allowing your spirit to leave your body during game play. Not only is that an amazing part of the single-player game but it opens up entirely new dimensions in MultiPrey. You'll have enemies coming at you in true three-dimensional space. The potential to frag and be fragged by people behind you, in front of you, above you, and underneath you cranks up the tension and anxiety that make Death Matches so much fun. And be sure you stash your body someplace safe if you decide to let your spirit roam.

The Xbox 360s that will be running the game will also be sporting a snazzy Prey faceplate, made exclusively for the show. There is a picture of what this faceplate looks like at the bottom of the update. Future public availaibility of this item has yet to be determined (in other words, we don't know if you can buy them or not), so there's your answer before you ask it. :)

If you're a person who is not going to E3, like me *ahem*, you needn't worry about missing out. Prey will be receiving full coverage by the major video game news outlets and I'm sure Chris will be back next week with a full summary of everything that happened.

As part of finalizing Prey, we've had some beta testers from 2K Games in the office the past six weeks. This is an official shout-out to Larry and Darren who did phenomenal jobs in working first-hand with the development staff to knock bugs out of the game. While, yes, this made more work for the poor developers, it also helps make Prey that much more of a great gaming experience.

My main job is creating and overseeing the development of board, card, and roleplaying games for Human Head, and I am a writer at heart - that's my passion - so I felt very fortunate to be brought in on some of the writing of Prey. With a script already in hand, the task of the in-house team was to focus on bringing together the artistic "big vision" of Prey's story with the technical realities of creating the game.

The core story of Prey is a classic hero's tale so the work that needed to be done was punching up the dialogue and making Tommy's transition from reluctant hero to possible savior smooth, gripping, and dramatic. Tommy is a guy with a lot on his plate and, working with the original script, the in-house team was able to fully meld the narrative with the game aspect of Prey.

Of course, Prey is also a love story and it is Tommy's love for Jen that propels him into the world of Prey and, once in, even more starts to unfold as he encounters obstacle after obstacle and even becomes embroiled in another, overarching plot that truly puts the weight of the world on Tommy's shoulders.

As a gamer and a writer, I find Prey fully satisfying. Folks may think I'm biased but this isn't my game. This is just a game I was fortunate enough to assist with - from helping with dialogue, to writing ad copy, to writing the manual. But the game play experience is what I'm talking about here, and Prey delivers. I'm excited to read and hear the reactions from E3 and, later, from gamers and reviewers who get a chance to play the final game.

This is going to be an exciting time for Prey, from E3 on through gold, now is the time where Prey truly gets to shine. I can't wait for you guys to see it.

I'd be remiss not to talk about what I do here at Human Head. As stated above, I'm the Adventure Games Director and it's my job to produce our company's traditional games. This spans from the latest entry in our GOTHICA line of horror-themed board games, released last year, to VILLAINY - The Supervillainous Card Game, coming in July, to our upcoming pen-and-paper roleplaying game, NORMAL, TEXAS. You can read more about what I do at http://www.humanheadgames.com.

So, that's the update; the outside-insider's view of Prey. Thanks to Chris for asking me to write this and thanks to me for giving Chris this update off to get back to the grind.

Thanks to you for reading. Chris will be back next week, exhausted from all the debauchery at E3. If he doesn't have pictures, I'll kick him for you.

Jason L Blair
Adventure Games Director
Human Head Studios
(aka Not Chris Rhinehart)





The Xbox 360 Prey Faceplate created exclusively for E3 2006


Click the screenshot to watch Prey in action on the videos page!


Additionally, if you are a gaming news website, and wish to be updated directly with notification of these updates, please email us with a link to your website and a request to be added, and we'll email you with the next update.

Posted by Joe Siegler at 6:41 PM | Discuss this story on our forums


April 28, 2006

Prey Weekly Development Update #16

Hey all,

Welcome to the 16th edition of the Prey Weekly Update. Today, we're covering many of those great Ask Prey questions that people send to us. A huge thanks to everyone for writing in with your questions. A few things to mention first:

  • We received our shipment of the pewter figurines that will be included in the collector's edition of Prey. They're pretty kick-ass little figurines. Very nicely detailed. They look great sitting on my desk :)
  • We're gearing up for E3. It's coming at a really weird time, though, as we're deep in crunch. On a positive note, there isn't a special E3 crunch going on like last year. This year, it's as easy as making a special copy of the game to take along for demoing.
  • We're planning on releasing regular videos of Prey, as we count down to release. The videos will be anywhere from a minute to three minutes long, each showing off some cool sections of gameplay. The first one (which was released an hour ago) showcases a number of things, including wallwalking, portals and planetoid gravity. You definitely have to check it out.
  • Hey, VoodooExtreme has had a Prey poll going on this whole week. Quick swing over there and vote!

Anyway, on to the questions:


Question:

Hi, may you can tell us what inside the collectors edition?

Thanks,
Markus Beier (Germany)
PS.: good luck - for a fast release!!!

Answer From Chris:

Hi Markus,

It just so happens we announced the contents of the collectors edition yesterday. The quick version is that the collectors edition is in a kick-ass metal box, comes on DVD, contains two pewter figurines (Tommy and the Hunter) and also had an "Art of Prey" book which contains some of the concept art from the game.

Check out http://www.3drealms.com/prey/preorder.html for more details and the longer version. :)


Question:

just wanted to ask the simple question:

Do dead bodies stay forever in the level or does they soon disappear? Is there a Cheat Code or can i modify a file to let them stay on ground forever?

Thank you very much!

Greetings from Germany!
Roman Masic

Answe From Chris:

This is something we experimented with for a while throughout Prey's development. We originally wanted the bodies to stay around forever, but realized that we would run into framerate issues (especially in combat heavy areas where the player is assaulted by waves of enemies).

In the early parts of the game, the bodies stay around forever. In later level (after the player has obtained the ability to SpiritWalk) the body will dissolve after the player retrieves the creature's lifeforce.

Amusing story about this -- a couple of years ago, a few of us were having an impromptu design meeting over dinner. Just discussing the game and some lingering issues that hadn't been resolved. One of them was the body dissolving. We knew we needed it, but we wanted a rational explanation for it.

We came up with all sorts of ideas, things like: alien tentacles that came up from the ground and sucked the body down, little creatures that would scurry out and consume the bodies, dark spirits that would come out and pull the body away (much like the unfortunate end of the bad guy Carl in the movie Ghost). But, all of those ideas had reasons why we couldn't use them (plus, I really wanted something that could be easily explained).

Someone suggested simply dissolving the body -- but only when the spirit was picked up. Simple, elegant, and easily done. Forgetting that we were in a crowded restaurant, I loudly exclaimed "Finally, a way to get rid of the bodies!" Which of course, caused the neighboring tables to give us some pretty freaky looks. :)

Such is the world of game development.


Question:

Dear Madam/Sir,

I have quick question regarding spirit-walking in Prey. I havent been able to find much information on it, but can spirit-walking be done anywhere in the game (like in Soul Reaver for example when you shift to the spectral realm) or can it only be done in specific places?

I hope you get time to answer my question, and I look forward to finally (!) getting to play this game. I remember reading the cover feature of it on an old Ultra Game Players mag in 1997!

And I'm still looking forward to it.

Regards,
Patrick.

Answer From Chris:

Hi Patrick,

SpiritWalking is one of the key features of the game -- so you can do it anywhere you want (well, after you've actually obtained the ability to SpiritWalk, of course).

We experimented with a lot of different ideas for the SpiritWalk mechanic, but finally ended at making it something the player can do all the time for as long as they want. There's no time limit to SpiritWalking, as there are some puzzles you have to solve while only in Spirit mode. It was confusing and frustrating for testers to be almost about to solve a puzzle when the time runs out and they are kicked back to their body.

Because of this, it sets up an interesting mechanic, where you can explore for quite a distance in Spirit mode I've seen some testers go into Spirit mode before every single room of the game. They drop their body in a safe location, and scout ahead -- trying to dispatch any enemies they encounter using the Cherokee Bow.

This doesn't mean that you can just run thorough the whole game in Spirit, though. The player is limited in other ways -- doors won't open for Spirit players (because the proximity detection for opening doors is based upon the proximity of a living entity).

Similarly, the Cherokee Bow is limited -- the Bow is only available if the player has Spirit power (obtained from the lifeforces of fallen enemies). Spirit power is depleted by using the Bow, or by taking damage from enemies.


Question:

Christopher Wilson writes:

Will Prey be able to make full use of the Creative SoundBlasterX-Fi? I mean, will it be able to utilise both the on-board RAM and EAX 5?

Answer From Chris:

Hi Christopher,

Yes, definitely. We support the X-Fi through OpenAL, so we have pretty cool EAX support in the game. Interestingly enough, Liam Byrne from Creative Labs is here at Human Head today, working with us on level-specific EAX implementation issues.


Question:

Hey,
Is there going to be a pre-release demo of Prey? If so, when will it be released?

Thanks,
Meharry

Answer From Chris:

Hi Meharry,

There will definitely be a demo for Prey. The timing of it has yet to be fully determined, as it may be shortly before the game is released or it might be shortly after. Regardless, it will definitely be around the time the game is released.

I've never understood the idea of releasing a demo so much later than the game -- by that I mean like two months later. Seems that you should get the demo out at least around the time that the game comes out. I can understand that a lot of people might be on the fence about a given game, and a kick-ass demo might be just the thing to convince them to buy that game.

That said, as a developer I can understand how difficult it is to try to create a demo at the same time that you are crunching to finish the game in the first place.


Question:

Hi again

Thanks for answering my questions.

I got a bit old PC, like over 3 years old: 2000+ cpu, 512 mb ram and a geforce ti 4200 128 mb ram graphic card. I've played DOOM 3 to the end with this PC, so I'm hoping that I can play Prey on it too.

I'll admit that I did experience some lag with DOOM 3, but I managed it anyways.

So my question is: Will Prey run on my pc ?

I'm thinking about buying more ram and a better graphic card. As a real 3D Realms fan, I don't care that much for the graphics, as long as the game has some cool gameplay. And it sure sounds like Prey has some fun gameplay!

Keep up the good work.

Kreg

uhm...yeah...hoping to see duke on E3 or a trailer of duke nukem forever on the Prey dvd.

Answer From Chris:

Hey Kreg,

Your PC should be able to handle the game, although parts of it are getting outdated. If Doom 3 was a bit laggy on your system, then Prey will be even more so. Our system requirements are higher than Doom 3's were.

What you identified there are too good places to target: More RAM is always a good thing, and getting a better video card will definitely help, too.

I certainly hope you like the gameplay in Prey. We've spent a lot of time developing it, and tuning it to be unique and fun. But, you'll have to be the final judge of that yourself!

DNF at E3: Not this year -- 3DR wants to concentrate on hyping Prey at this point.


Question:

Hi.

I'm webmaster from czech web site about pc games and I made game section Prey. I like your game very match, becouse has someting different, then other. I have a few questions to next weekly update.

Quaestions:

- You said. We can meet creatures, who won't be always enemys and helps us in game. How it will be make? How we can recognize on the first meet up who is enemy and who isnt(?

- Doom 3 was disapproved to small arenas in Multipaer Maps with small variability to play and have a fun. In Quake 4 it was be better, but not incomplete. You promise fights in arenas with changing gravitation and teleports. But, do you thing about Quake 3 Arena(Q3A)? It is steel one of the best multiplayer game, and fans stay playing Q3A although Qauke 4 more modern and have newes technical processing. Are you shure, you will not do same mistake?

- When do you publish official hardware requirements?

- How long will game takes in hours for a play?

- When do you make new screenshots for fans? Because there are only few places of whole game which we can in screens saw.

- And last qauestion. Are you preparing some mapeditor, or modding material for community?

Thaks you for answers.

Vokr

Answer From Chris:

Hi Vokr,

Whoa...quite a few questions here. Let's see if I can answer all these decently:

- Friendly characters in the game: We haven't really been talking about these friendly NPCs, primarily because we don't want to give away too much of the story. Suffice it to say that you will most definitely know which characters are friendly or not. Mainly because the friendly characters actually help you through the game. :)

- Prey's Multiplayer: I'm a huge fan of Q3A's MP. That was damn fun and highly polished and balanced. It still has some of my all-time favorite MP maps. I can understand why it is still the favorite of so many people out there.

But, we didn't try to model Prey's MP after Q3A, so you really can't compare them. They're both DM and Team DM based, but they definitely have a different feel to them while playing. We've taken all of the single-player core elements and carried them over to MP: SpiritWalk, WallWalk, Gravity Flipping, Portals, etc. All of these show up in DM, so it really gives the game a different feel and gives us a lot of opportunities for unique situations.

- Hardware requirements: We'll be putting this out very soon. Up until now we've essentially said that if you can run Doom 3 or Quake 4 decently, you should be able to run Prey. Our requirements are slightly higher than theirs. Of course, you could also get the 360 version (which is running very smoothly -- Venom is doing a kick-ass job).

- Gameplay hours? Depends upon the player. I think the average player will be in the 12-15 hour range. Some people who crank through the game will get through in less than that. Other people who really take their time will go over that.

- Screenshots: Man, we have something much cooler coming -- we're planning to release regular gameplay videos of Prey. So many things in the game just have to be seen in motion. A single screenshot just doesn't convey the experience of walking around on a mini-asteroid while sniping enemies.

- Map editor/mod stuff: Yes, absolutely. We plan to release all of our tools with the PC version of the game. I'm very much looking forward to seeing what people do with portals and gravity. There'll be some pretty wild mods out there!


Question:

Hey Chris,

First time writer, long time reader (sorry had to write that hah). Just a quick question.. when you guys first started Prey in late 2001 did you expect the end result (or near end result of course) to look like what Prey currently looks like now? Are there things that you guys have had to drop because current tech wouldn't allow?

If so any that you can mention?

Regards,
ADM

Answer From Chris:

Hey ADM,

Great question. The game looks better and plays better than we originally conceived. There was a long learning curve to the tech, and a lot of experimenting. In fact, I recently looked at a build of the game from late 2002. It's remarkable how much it has changed (maybe someday we'll release some screenshots from that old version for a laugh).

As far as things that were cut along the way -- many of the ideas cut were due to overreaching and inappropriate planning. We tried to do too much too soon right away (the original plan called for some 40 levels or so). We quickly realized that was way too much for the scope of this game.

One of the big things we dropped that I really wished could have been in the game is multiplayer co-op. The original design called for it -- and in fact, we have most of the puzzles and battles planned around what would happen with multiple players in them. But, there were some tech issues we ran into -- issues that would have required some significant changes to the code. At that point, we decided to shelve co-op in favor of putting our resources towards making stronger single-player and competitive multiplayer experiences.


Question:

Shival Sheran Sooknanan writes:

Really excited about the game, but is there going to be a "making of" video documentary as an unlocakbale or feature??

Answer From Chris:

Great question -- but, no, there will not be a making of video included in the game. There will be the "Art of Prey" book included in the collectors edition, though.


Question:

Alexander writes:

Since Prey has lot's of dialogs and oneliners, will there be an option to turn on english subtitles? To lighten the understanding of the speech itself for non-english speaking gamers.

Answer From Chris:

Yes, there definitely will be this ability. The game doesn't actually have foreign language voices, it's always English, but with the option for subtitles for each language. And, of course, English subtitles will be available.

On a similar note, one of the people who tested the game for us is deaf, so we received some invaluable feedback from him on the subtitles about ways to make them less confusing for someone who is deaf or who doesn't speak English.


Question:

Adam Konrad writes:

Can you tell us a little more about the multiplayer component? How many player models will the game contain? Is there an autodownload (from http or game server) and punkbuster support? What about server scripts and configuration? Do you plan to make some guide for these things?

Answer From Chris:

This answer is actually from Rich Whitehouse, network programmer on Prey:

We have a total of 13 multiplayer models to choose from. We have retained the autodownload functionality from Doom 3, which allows downloading via HTTP and directly from the game server. We've also worked with Even Balance in getting PunkBuster fully integrated, and it will be right there and ready out-of-the-box. As for scripts and configuration, we still have the custom map cycle script (among other things), so all of those surprisingly robust things that were in Doom 3 will be ready for tinkering. :) Generally, Doom 3 and Quake 4 server guides will answer all of your questions about setting up a Prey server, but we'll certainly be making sure we get info out there on anything that is Prey-specific.


Again, a huge thanks to everyone who wrote in with questions. I very much enjoy reading these and talking to people interested Prey. It so easy to get wrapped up in the day-to-day issues with game development, so it's nice to be reminded what this is all about: You, the game player.

Next week, we'll have something new and interesting, I'm sure. Scott Miller had a few ideas for a weekly update, so we'll see if next week is a good time to unveil those.

Make sure you watch GameSpot tonight, too! :)

Until then, stay out of trouble....

Chris Rhinehart - Prey Project Lead
Human Head Studios


Click the screenshot to watch Prey in action on the videos page!


Additionally, if you are a gaming news website, and wish to be updated directly with notification of these updates, please email us with a link to your website and a request to be added, and we'll email you with the next update.

Posted by Joe Siegler at 5:17 PM | Discuss this story on our forums


April 21, 2006

Prey Weekly Development Update #15

Welcome to the fifteenth Weekly Prey Update. I apologize for being so late today, but I think this picture pretty much sums up this week:



Script Manager Mike Flynn annoyed at having his brief sleep disturbed ....

Make sure you read to the bottom of this update for some cool Prey news later tonight!


We have a guest update from Nick Murray of Artistry Entertainment. The band MXPX specially recorded a song for inclusion in Prey. The song is called "The Setting Sun", and here's a brief update from Nick about the recording session earlier this week:

Recording `The Setting Sun' with MxPx.
By Nick Murray, Producer "Bite Me! Music inspired by Prey," DirectSong.com

I, like many people have been a big fan of the popular punk rock band MxPx for years. Quite familiar with their song "Move to Bremerton" I was excited to spend a day with the band in their hometown - Bremerton, Washington. But first I had to find out where in the world Bremerton was.

On a beautiful day in Seattle, I made my way to the ferry pier and drove my car onto one of Seattle's famous ferries. During the 60 minute ferry ride across the Puget Sound, I saw 2 sea lions and 1 bald eagle. This was going to be a good day!

When I arrived in Bremerton I noticed some US Navy ships. In 1891 a German immigrant named William Bremer sold some of his land to the US Navy and founded Bremerton. The US Navy still has a base there.

I followed my map to MxPx's studio and they were just beginning to record the drum track for their new song "The Setting Sun." When recording rock songs, bands will always record one part at a time (drums, vocals, guitars, etc.) in order to get the highest quality sound. With Yuri playing the drums, Mike recording the session, and Tom practicing his guitar parts, I knew these guys were professionals.

After only 3 or 4 takes, Yuri nailed the drums, yet stayed the rest of the day to support the band and help out with recording the other band members.

Besides listening to my own free punk rock show all day, I was impressed with their speed that they were able to fly through the recording session. They moved from drums to rhythm guitars, to bass guitar, to vocals, and then to lead guitar and they did it all like clockwork, without any cutting remarks, squabbles, or wasted time.

One thing was evident, amidst their professionalism and ability to write, play, and record a song, they were obviously friends as well. They are a true rock band from their roots in Bremerton, Washington to their sell out crowds in Chile, Japan, Europe, and across the globe.

Be sure to check out their new original song "The Setting Sun" only in `Prey' and on `Prey''s compilation album "Bite Me! Music inspired by Prey" available for download only at http://www.directsong.com.

Find out more about MxPx including their latest album and tour dates at http://www.mxpx.com

MxPx is:
Mike Herrera - Vocals, Bass Guitar
Tom Wisniewski - Guitar
Yuri Ruley - Drums


And of course, the ever-popular changelog:

  • SpiritArrows can go through forcefields, spiritbridges, chaff
  • Bullets now hit spirit secrets instead of going through
  • made shuttle headlight smaller/faster
  • deny invalid punkbuster joins with dialog box
  • new shuttle crosshairs
  • added auto weapon switch to mp menu
  • made crosshairs not highlight consoles.
  • Made the blood splats on the rifle and auto-cannon bigger.
  • fixed health and spirit pulses happening when they shouldn't on client
  • added more randomness to the spawn logic, since apparently spawning from the most distant point is being counter-productive and making people think they're spawning near their killer just because it's repeatedly picking the same point. spawning from a random point (still tries to pick > 128 distance though) will probably feel better.
  • fixed lowhealth sound not playing properly on the client in mp
  • Fixed gasbag damage material problem.
  • Fixed wallwalk traces to prevent players from falling off in some situations.
  • Added code to crush movables blocking harvester passageways.
  • long wait idles for rifle and crawler going in
  • Finally received the last music update from Jeremy
  • New Tommy dialog added in all maps
  • salvage: added hound doors script support for ted
  • changed fade time for music coming back from deathwalk
  • salvage: added dialog for abducted in wallwalk puzzle room
  • fixed talon model so he actually looks like a hawk
  • talon attack code is fixed, and talon properly banks as he flies around
  • slowdown when close to portals fixed
  • lots and lots and lots of bugs fixed

I apologize for not getting to those Ask Prey Questions -- they will definitely be posted next week. Things have been completely insane around here. The good kind of insane.

Also, huge news! Later tonight, a new Prey Trailer will be released through IGN. Watch for it to be released around 8 PM CST. More info will be posted soon on the 3D Realms site. You won't want to miss that.

Chris Rhinehart - Prey Project Lead
Human Head Studios


Click the screenshot to watch Prey in action on the videos page!


Additionally, if you are a gaming news website, and wish to be updated directly with notification of these updates, please email us with a link to your website and a request to be added, and we'll email you with the next update.

Posted by Joe Siegler at 5:31 PM | Discuss this story on our forums


April 14, 2006

Prey Weekly Development Update #14

Hey all -- welcome to the fourteenth edition of the Prey Weekly Web Update.

This week is a bit different in that I've enlisted the help of other Human Heads. I asked several people to write up a typical day for them to post in this update. Well maybe not entirely a typical day, I suppose, since the company is deep in crunch mode. But a day in their lives nonetheless.

The responses were all interesting, some of them rather hilarious stream of consciousness type of ramblings. I hope you find this to be a fascinating insight into the minds of people in crunch mode who apparently are slowly going insane. :-)

I should warn you that there are a couple of minor spoilers in here, but nothing that will ruin the game -- just some references to some level names and characters we haven't really discussed before.


Tim Gerritsen, Business Director

My days are a blur at this point as I'm juggling lots of constantly moving balls all at once. After seven years in the same office park, we're moving to a brand new office space across town. It's a old railroad roundhouse that was renovated for office use. It's a really unique office space and much better suited to our style of development than our current space. There's even a huge caboose in the front foyer since the builder left that in place when they renovated the building. The space is being custom fitted for our use so there's a million things to keep track of and make decisions on. It's like building a house, only worse since you'll have dozens of people working there when you're done. In addition, I've been managing the 360 efforts on our end, and we're putting the latest 360 build through its paces. I'm very happy to report that the 360 build is looking fantastic at this point. The frame rate is looking great, and the controls are being honed down to a fine pitch. The Venom guys are doing a great job on their end and I think people are going to have a hard time deciding which version to buy. Of course they could just buy both! :) Then there's juggling all the last minute details on the PC side, and that's just my three most important tasks right now.


Eli Quinn, Artist

Wednesday 4/12: The art tasks are slowing down so we've been trying out new software such as ZBrush 2. It utilizes a unique sort of terminology that's difficult to wrap your head around at first but it's very interesting once you get into it. The art team is also playtesting various sections of the game, as well as participating in deathmatch brawls. Of particular note was our deathmatch today where we had to test for a bug using the wrench weapon on an asteroid, so we were just sprinting around like fools and bashing each other's brains out with the wrench. Fun stuff. Occasionally people would whip out their guns again and wreak some havoc, until finally programmer Rich Whitehouse had to page the testers and remind us that this test was "WRENCHES ONLY, ON THE ASTEROID."


Brian Shubat, Animator

Don't really have time for this, due to our crunching deadline, and Leath Furniture having an inopportune moment to auction of the remainder of their "going out of business" crap at low low prices has taken it's toll. I'm finishing with all the rest of the maddening details on Grandfather's LotaD dialogs and finessing and fixing Talon. Also in progress is finishing off the hider bombing sequence in FeedingA, I think it's the single most longest sustained animation that is playing in the game. I've slept here two nights in a row on the floor already, brought in a bed roll and blankets. I woke up this morning but my leg didn't, it was the strangest "fell asleep" feeling I've ever had in an extremity before. It didn't tingle and it turned on and off like a switch, at first it was paralyzed, then it functioned, then when I stood up from my chair it gave out totally laying me out on the floor. I laughed it off and made coffee. Oh, shit! it was garbage day today! And did I forget to feed the cats?! I'm not even sure I know where they are.


Jeff DeWitt, Lead Animator

Now that all the Motion Capture clean up is done we're finally able to get back to the fun stuff.the stuff that adds personality to the game. This week I've worked with Jimmy on the Hunters (tweaking speeds, adding knock backs and pains), worked with Brian on some rifle anims (adding more personality to the weapons), implemented new models and fixed anim bugs on both creatures and weapons.tweak tweak tweak. We're getting closer and closer.which seems a bit surreal.

More on the Studios side - Ben G hurt his back again this week - poor guy. Crunch mode is hard enough without having to work through something like that. He's doing better, but as active and energetic as he normally is; to see him walking around like and old man was kinda funny (in a sick way I guess). Ed L is under the gun. That guy has really been a champ on this project.tons of behind the scene's stuff.

Let's see, what else. Ryan R cut his own hair the other day. People people.please.leave the hair cutting to a stylist.we're not in college anymore! J (I hope he doesn't read this.he's twice my size and he's been known to knock animators on their cans.just ask Shubat). AND speaking of Shubat!!! He's becoming an auction addict.seriously folks.he's developing a problem. Leath furniture (just down the road) is going out of business and they had the final day of their sale on Monday.since then every night they've been auctioning off the rest of the stuff in the store and Brian has been front and center. All I hear all day long is, YOU SHOULD SEE THE DEALS!?!? He's a crazy little man.

There have been more and more "schinc door" jokes circulating the office lately.OH.and Rich W had the "page of the year" the other day. He's running a lot of multiplayer tests and yesterday he had a bunch of guys testing "wrench only battles". So he does a company wide page and says, "Could all of you testing multiplayer go to the center sphere room and beat each other with wrenches only please". We all laughed out loud and I thought to myself. who's got a better job than me?

Chris seems to be holding up pretty well too.which is impressive. That guy is pulled in 10 different directions a day.no way I could do his job. Scott and George want this thing.but Take Two wants this OTHER thing.and then he's got all of us in the studio asking, "Well what are we doing? Huh? Huh? What about this? And this?!?!" Yea, if Chris has a full head of hair at 35 I'll be impressed. But all in all we're wrapping up.lists are getting shorter and shorter. We still have a handful of things that we want to tighten up but really.the game is very close to finished. That's it.oh, congratulations to the Badger's Men AND Women for wining National Titles in Hockey this year. Beauty eh!


Mike Flynn, Script Manager

I overslept today due to late night crunching. I got in late, checked my e-mail and grabbed some food and coffee. I ate my food and updated everything to the latest version of the game while checking the latest news and going over my tasks for the day. I got most of my direct tasks done over the weekend so all that is left is the pickier more difficult stuff. Before getting into those, I entered some new internal bugs and tasks into our wiki for myself and the other scripters. There are only a few and they are thankfully minor; this week is crazy enough with crunch mode.

Coffee. Need more coffee. Hopefully I won't get screwed with the pot having only a half a cup left and have to make more. Ah, the coffee gods smile upon me with a freshly brewed pot. I cue up some Captain Beefheart, Arcade Fire, and Daft Punk, hit random and get to work. Man, Neighborhood #1 is a great track. The day goes well into the next morning, with many bugs found and fixed, dialog added, and various game play tweaks implemented, tested, reimplemented, and tested again. In between map builds, which are needed for a conclusive test of most changed or added elements, I geek out on netside attractions or check my task list to see what needs to be done next. Sometimes building a map will take 15 minutes. If a BSP isn't needed, the turnaround time is more like 15 seconds. Amidst the more mechanical and repetitive tasks are the many gems that make it all worth while : each sweated over detail and change being instantly playable in a real time engine and finally finishing up scenes that are composed of dozens of people's work and input.


Nick Taylor, Animator

This week I am working on the main characters third person / multi player animations. This is a challenge unto itself as they must look good when the player is standing still as well as when he is running, strafing, etc... At the same time I am working on the lower body movement animations so that all of these approximately 220 upper and lower body animations all work well together.


Rich Whitehouse, Programmer

"Started the day at 8:45am when my alarm went off. Hit the snooze button. Woke up again at 8:53 upon the next alarm trigger, then hit snooze again. Somehow managed to hit snooze while in a sleep state until 10, at which point I finally got up. I stumbled through several accumulating piles of trash at my bed side, checked my e-mail on my desktop machine, browsed around for a while, then took a shower. I got to work at 11am. Upon arrival, I began re-evaluating some optimizations on a render volume tree function, and after observing through disassembly that the compiler was using stack-relative offsets to access some memory already, I proceeded with planned changes. This worked out happily. After that, I worked on some clipping performance issues on our giant sphere deathmatch map, and then began working closely with our in-house QA tester to coordinate some internet multiplayer testing, and work out issues with our Master Server. I then went home, and played Prey until 2am while noting new bugs and issues. This concludes the glorious day in the life of Rich Whitehouse."


Well that was certainly different, wasn't it?

If you enjoyed this, let me know -- post something to the 3DR forums. If people liked it, we'll see about doing more of these for future updates. I'm sure I could coerce more people from HH into writing up a day in their lives on this project.

Speaking of future updates. The deadline for the next round of the Ask Prey questions was today. So, I'll be tackling them next week for next Friday's update. We've received some pretty damn good questions, so it should make for an interesting update.

Until then, stay frosty.

Chris Rhinehart - Prey Project Lead
Human Head Studios


Click the screenshot to watch Prey in action on the videos page!


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Posted by Joe Siegler at 12:00 PM | Discuss this story on our forums


April 7, 2006

Prey Weekly Development Update #13

Hello again -- welcome to the thirteenth installment of the Weekly Prey Update.

This week, we have the usual weekly status, an update on in-game dialog, some talk about the 360 version, and something a bit special: pictures of the Human Head visit to Art Bell's house to record his voice for the game.


We're in full-on crunch mode here at Human Head Studios. Many people are burning the midnight oil as they work to finish their tasks before our next major deadline.

I read the last few Weekly Updates, and it seems that my mantra lately has been "bug fixing and tweaking". Well, this week is no different -- there's been a ton of bug fixes and a lot of tweaks.

We're pretty much over the feature hump, as all of the major features we wanted are now implemented. From here to end, it will mainly be bug fixing, tweaking, and any remaining minor features as needed.


A few weeks ago I mentioned that Michael Greyeyes was here recording new lines for Tommy. This week most of those lines have been processed and are being added to the game. Probably half of the new lines are now in the game with the rest planned to be implemented next week.

Today we're recording a few new lines for the epilogue of the game -- and probably getting a few more screams out of the voice actors. Can never have enough screams in a game.

Of course, this time we'll inform our neighbors of the voice recording session so they don't call the cops.


Speaking of voice recording: Several months ago, Ed Lima (Audio Director at Human Head) and Tim Gerritsen (Business Development Manager at Human Head) flew out to Las Vegas to meet with Art Bell to record specific dialog for Prey.

For those of you who aren't familiar with Art Bell, he's the infamous host of "Coast to Coast". "Coast to Coast" is a radio show where people call in with tales of the fantastic -- they cover things ranging from Bigfoot to werewolves to alien invasions. The show is regularly hosted by George Noory, but Art Bell still occasionally hosts on weekends.

Now how does this fit in with Prey? Well, when designing the game we realized we needed some way for Tommy to connect with Earth even though he's trapped on an alien ship orbiting many miles above the planet. What better way to get information about Earth than to have Tommy come across places where the aliens are intercepting Earth's transmissions?

When we discussed this idea, someone mentioned how awesome it would be to have those transmissions actually be Art Bell broadcasts. We contacted Art's people and he thought the idea was great and agreed to provide his voice for Prey.

After a few months of playing phone tag to set things up, we finally nailed down a date to record the lines. Ed and Tim visited Art at his home -- where he actually broadcasts his show. Since Art already had high quality recording equipment set-up in his studio, they literally recorded the Prey lines by having Tim call into Art's studio from a separate phone.

Art was a total professional. Without even looking at the script in advance, he nailed the whole thing in almost literally one take. There were only two times that he stopped to re-record a few lines. The whole process took about 45 minutes.

In the end, the new lines turned out great -- they convey at some information of what is happening back on Earth. Some of them even manage to inject a bit of humor into the game.



Art Bell and Ed Lima



Art Bell and Tim Gerritsen


A number of people here (and at 3DR) have been testing the Xbox360 version of Prey -- we both have several test kits throughout the office, so people can play when they have time. Ted Halsted, lead level designer on Prey, has been going through the 360 version looking for any really slow areas. I watched him play through a particularly complex level, and the 360 appeared to be handling it just fine.


Time for the weekly changelog:

  • Portaling is considerably smoother. It's pretty much impossible to detect when you go through a portal now.
  • Fixed some bugs with the functionality to retain the ammo type in dropped leechguns in MP.
  • Fixed Prey window sometimes getting resized when using the menu options to go to driver pages and possibly other things.
  • Now checking Creative driver version, and disabling on old versions so that we don't cause bluescreens.
  • Tracked down and fixed a crash bug in AI navigation
  • Cleaned up some client prediction misses with the acid sprayer.
  • Globalizing remainder of Tommy's v/o.
  • Extracting additional Tommy pickup v/o
  • Selecting more licensed music to round out in-game jukebox song selection
  • Writing/prepping epilogue dialog for recording
  • auto detection revamp texture quality setting and removed global video quality setting.
  • Changed proxdoors so they no longer snap shut when a monster dies inside one.
  • Fixed IK while crouching in players in multiplayer.
  • Some save / load fixes.
  • Added code to prevent Harvesters from getting stuck in passageways.
  • Fixed a rare crash bug related to reactions that would show up on save.
  • Fixed Gasbag death time.
  • made shuttles show crosshair even when no tractor target.
  • plaque under "Game Saved." messages
  • made normal projectiles hit spirit secrets
  • made spirit arrows pass through chaff
  • Misc art tweaks
  • Finalizing cinematic animation cleanup
  • Fixed a bug with the Spiritwalk overlay not working well with other overlays
  • Bug fix so Talon properly lands on moving targets
  • System in place for Tommy making comments to Talon
  • Removed redundant ammo types from the levels


Well, that's it for this week --

We decided to extend the Ask Prey submission time by another week. The original dea