Gamers who grew up in the 1990s and early 2000s remember Prey, the long awaited 3D Realms title that almost became vaporware. Fortunately, Human Head Studios finished the game in 2006, and everyone expected a sequel to the first person shooter classic.
That sequel was supposed to be Prey 2, which promised to break new ground in vertical level design, visuals, and bounty hunter gameplay. Alas, this game never made it into the public’s hands. Rob joined the Prey 2 project in early 2011 as a level scripter, working closely with Nathan Cheever who was the Lead World Designer at Human Head Studios at the time. The two share their experiences on the project, discussing its design, systems, and how they keep the legacy of a cancelled project alive.
- Nathan’s early career
- Prey 2’s origins
- Prey 2 influences
- Rob’s favorite Prey 2 weapon, sort of!
- Rob’s favorite Prey 2 game system
- Nathan’s Prey 2 deep dives on Gamasutra:
- Locktown Level Design
- Bowery Level Design
- The Blur Trailer
- Alien Noire, the fan site dedicated to Prey 2
- Prey 2 Gameplay on Youtube