Enemy Territory: Quake Wars
September 29th 2007. The iPhone had just gone on sale, Gordon Brown had just been appointed Prime Minister, and a plucky studio in London was celebrating releasing a brand-new game.
We sat down with Arnout Van Meer and Richard Jolly, founders of Splash Damage, for a trip down memory lane.
Arnout Van Meer: “[This] was the first title we did where we really felt like a proper company, instead of some amateurs that managed to land a lucky project!”
Quake is an IP that had been established over many years, long before the opportunity arose for Splash Damage to work on it. Three small rooms, a dozen staff working on projects – this was the classic “bedroom developer".
Splash Damage was a studio built from the community. Its first major project, Wolfenstein: Enemy Territory, had garnered praise the world over.
AVM: “After finishing Wolfenstein: Enemy Territory (Wolf:ET), id Software and Activision were happy with the reception of a multiplayer-only title and were looking to do more with their franchises. Doom 3 had already been announced but was single player only at this point. To get familiar with their technology, we helped id Software out with adding multiplayer to Doom 3. While some of the team were completing work on this, the rest of us shifted over to do a proof of concept for a large, open terrain based game with vehicles based on that technology.”
There were a number of key challenges facing Splash Damage during production; but the scope of the game wasn’t one of them."