![]() ![]() No content has been changed, just broken up into smaller pieces to help with the blog being able to render the pages! There will be navigation links on the subsequent pages. This first one is in the same spot as full size original. Now as my site has grown, it can’t process the thing in one giant piece on the front end, so I had to break it down into several smaller parts. When I wrote it in 2020, I did have some problems with the size, but it worked on the front end (even if I didn’t have problems on the back end). NOTE: In Jan 2023, this blog post became a problem for my site. Also, all the contents of this page are © 2020 Joe Siegler except for game screenshots and trailers.) (The spinning logos are leftover images from our 1990’s website designs. This isn’t meant to be an official document for Apogee Software Ltd / 3D Realms. This is my personal thoughts and observations. ![]() Diving into the history of the company that I was a customer for, worked at for almost 17 years, and still maintain a relationship with today.Ī side note: I started writing this as Realms Deep was still going on (5 Sep), and I didn’t release this until early November, so it took far longer to put together than I thought it would – ha! ![]() Back in the day I was the company archivist, and moreso than anyone else there I seemed to care more about the legacy and history of the company. I always meant to lay this out, but the current incarnation of the company did a really cool “ Realms Deep” thing last month, so I thought I’d get around to doing this historical piece. I’m writing about the history of the company.Īpogee was founded back in 1987, and still exists today, although the path to get from then till now has a lot of twisty, confusing bits. I’ve talked about that part of my life in more detail elsewhere on this blog. I worked there from Dec of 1992 through May of 2009. I’m not getting into the why of that, just pointing out what happened in the past. Was probably the single most fun job I’ve ever had in my life, and to this day, I still wish the old team was together. So the answer I guess is: it depends on where you want to draw the line but in general it's true that 3D Realms' heyday as a first party developer was during the DOS era.Those who know me (and have read my blog over the years) know that I spent quite some time working for Scott Miller & George Broussard of Apogee Software (later 3D Realms). Prey 2006 was on Windows, and preceded the DNF layoff, but again it was outsourced, this time to Human Head Studios. ![]() Looks like the Megaton Edition of Duke Nukem 3D was on Windows but besides being after the DNF layoff era, looks like even that was farmed out to a developer called General Arcade Looks like they did the XBLA port though. Duke Nukem Forever was in the works for Windows for many years but 3DR stopped development and laid off all their employees before it could be finished, Gearbox goes on to finish it along with Triptych, which was a bunch of 3DR staff and I don't think exists anymore.ĭuke Nukem: Manhattan Project was on Windows but they farmed out that to another studio. Like, if you consider 3D Realms the developer (as in, no other companies involved) the old Build engine games were DOS originally. It depends on what you mean by 3D Realms because they've farmed out a bunch of their development over the years. I thought you were being sarcastic but then it occurs to me that that's a tricky question actually. ![]()
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