![]() Like I said, we'll put in the resources we know. We want this to be a joint development with the community and we want it to be something where we have the freedom to be able to make this game and not feel a lot of pressure from the point of view of how much resources we're having to use to make it. In terms of full-time team members how many are you hoping to have when it's all said and done? RPS: That's an interesting dynamic though, with people working in various capacities on it - some full-time, others in their free time. So it's certainly an effort that we're putting the resources we need in to make it successful. There's a ton of people at Epic that in some cases came from the Unreal Tournament community to start with, are passionate about it, so we have a whole lot of people who are wanting to contribute as they have the opportunity to and they're going to be doing things in their free time or here at Epic. They have got a lot of experience with Unreal Tournament and we feel like they provide leadership to the community.Īs we develop this game of course we're going to be doing a lot of work ourselves. It's about 7 or 8 full time people working on the game, and these are all very senior guys. RPS: How many people are on the Unreal Tournament team at this point? So I really think we have a unique opportunity to explore making a game this way. And really you know, we've been kind of in transition and so it just hadn't been the right opportunity, all the right things hadn't come together, Now we think with the tools, the opportunity and the market place, we've got kind of a unique community of people that are both passionate about the game but also have contributed in the past, and shown that they can create amazing additions to our game. we have limited resources and we've always had other projects that were demanding a lot of our resources. What was stopping you from bringing UT back over the years? Why wait until now? You've just got to know where to look, and your community's been especially vocal. RPS: Arena shooters have kinda gone extinct on the triple-A side of things, but there's still a hunger for these things. How will Epic stop its audience from fragmenting, especially if maps aren't free? Do creators *have* to charge for maps? With source code out in the open, won't it be especially easy for cheaters to meander their mucky fingers into this game's DNA? Will the basic game even have much meat on its bones? I asked Unreal Tournament 2014 project lead Steve Polge all of that and more. Sounds pretty neat, right? But it's also a logistical can of worms that could fit 100 of the things from Tremors. ![]() Meanwhile, the whole thing will be free, with Epic making precious pennies off cuts from a user-driven mod/map store. Epic is keeping its team lean and developing the entire game - from day one - alongside fans. This one, though, stands to be a massive departure from previous entries in the arena shooter pioneer series. Fiiiiiiinally! It feels like it's been eons since the decent-ish Unreal Tournament III brought hoverboards to a shock rifle fight, but Unreal Tournament 2014 is coming to the rescue.
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