S-Cape3D and In the Flesh Serious Sam: The First Encounter was developed by
Croteam, a Croatian development studio based in the
Utrina neighbourhood of
Zagreb. Before its development, Croteam had principally worked on games for the
Amiga family of home computers, creating
Football Glory (1994),
Save the Earth (1995), and
5-A-Side Soccer (1996). By the release of
5-A-Side Soccer, the Amiga had been discontinued, so Croteam shifted its focus to
PC game development in 1995. The development of
Serious Sam began in 1996. Initially, members of Croteam were still at various universities, studying either
computer science,
informatics, or
economics. Unable to afford to license a commercial
game engine, Croteam created its own using
Microsoft Visual C++ and
OpenGL, with the
programmer Alen Ladavac leading the development. They had been working on a clone of the engine for
Wolfenstein 3D—which simulates 3D environments with 2D graphics through
ray casting—and planned to use it to convert a Croatian
role-playing game from the Amiga to PC. With the rising popularity of
Doom, the team soon chose to pursue a first-person shooter instead. During the engine's development, they incorporated
vertical camera movement akin to
Duke Nukem 3D and later fully modelled 3D environments like in
Quake. They paired these changes with hardware-based rendering due to the rise of 3D-accelerated
graphics processing units (GPUs). The engine was
optimised for low-end hardware with a proprietary
physics implementation while aiming for large outdoor areas and for many enemies to be visible at a time. They implemented large quantities of projectiles using a "
caching ahead system" that would calculate all possible
collisions for a moving projectile a few seconds in advance. Collisions were approximated using spheres, which were easier to calculate and allowed for additional gameplay elements like multi-directional gravity. Having a proprietary engine allowed Croteam to incorporate unique features, especially large numbers of simultaneously displayed enemies, which Croteam's
chief executive officer, Roman Ribarić, said had been missing from other games of the time due to limiting technology, leading to less action-oriented games. Dean Sekulić worked on the engine's optimisation and GPU compatibility, often being in contact with the technicians at GPU manufacturers like
Matrox,
Nvidia, and
3dfx to sort out issues. Croteam announced
Flesh, a multiplayer first-person shooter, in September 1996, planning to release it in February 1997. The name was later changed to
In the Flesh, with the engine called S-Cape3D. Ribarić and Davor Hunski designed all enemies, with the Beheaded Kamikaze and Sirian Werebull, which remained in the finished game, among the first elements to be created in 1996. Dinko Pavičić joined Croteam during the development and created all characters'
textures. Ribarić also worked on the game's
sound design, initially having the Beheaded Kamikaze shout "
banzai" while approaching the player, though this was later changed to a generic scream in case Croteam would be working with Japanese partners. That scream is voiced by Ribarić, who recreated it from a
stock sound effect.
Serious Sam rework and demo For
In the Flesh, the team initially devised a dark, story-driven game, later inspired by
Half-Life. However, Ribarić believed the team was too small to accomplish such a complicated game and chose to scrap the story. In 1999, he and Ladavac instead came up with the name "
Serious Sam. Ladavac, a fan of
science fiction, wrote a new narrative around it, drawing inspiration from writers like
Isaac Asimov,
Roger Zelazny,
J. R. R. Tolkien,
Douglas Adams,
Terry Pratchett, and
Robert Asprin. Despite objections from other team members, including Hunski (who was undergoing his
compulsory military service in the
Armed Forces of Croatia at the time) and Sekulić, Ribarić held on to the name and it became a better fit as the game progressed away from its former story and into brighter, colourful environments. S-Cape3D was consequently renamed Serious Engine, its
level editor became Serious Editor, and the 3D modelling software was named Serious Modeler. Serious Editor was designed as a
WYSIWYG tool so the team, mostly comprising programmers, could create levels as efficiently as possible. Davor Tomičić designed roughly sixty levels with various environments for experimentation. He found that vast, flat
planes topped with large structures like
pyramids worked well as levels, although they pushed the limits of the engine. Other themes included the Lava Planet, Water Planet, and Ice Planet. In 1999, Damjan Mravunac joined Croteam as a composer before also replacing Ribarić as the sound designer. He ended up remaking most of Ribarić's sounds. His primary influences were
Doom and
Quake for the sounds, and he took musical inspiration from the games
Agony and
Lost Patrol, as well as film scores from composers like
John Williams,
Hans Zimmer, and
Ennio Morricone. Both were recorded using a
Sound Blaster Live! sound card, which Mravunac chose after facing
driver issues with other cards. Croteam then designed the Dynamic Music Control System that would change between three versions of a song during gameplay: The "peace" music outside of battles, "combat" upon encountering enemies, and "war" when the player faces many foes. Because the developers' parents were Croteam's sole source of funding, the team eventually began searching for a
publisher. In 2000, Croteam
burned the game with forty unpolished levels onto
compact discs and mailed them, alongside a detailed
design document, to 20–30 publishers. Only two replied, both declining. The studio thus turned to licensing out its engine and releasing free
demos of
Serious Sam to garner publicity. Serious Engine cost between and to license, significantly cheaper than the
Quake III engine available at the time. Among fourteen licensees were a follow-up to
Battlecruiser 3000AD codenamed
Project ABC by
Derek Smart,
Alpha Black Zero: Intrepid Protocol by Khaeon,
Nitro Family by Delphieye Entertainment, and
Carnivores: Cityscape by
Sunstorm Interactive. For the demo, Croteam created a
vertical slice: The team took one level, "Karnak", and thoroughly polished it to make it feel complete. Entitled "Test 1", the demo was released on 30 May 2000 via Croteam's website and several
mirror sites. At this time, Croteam comprised nine developers: Six people were working full time and two students worked in their spare time, while one person had been conscripted. Some developers had left the studio before this point as they did not have wages. One year of military service was compulsory in Croatia at the time, and all developers were conscripted at some point. Some full-time staffers worked on the game seven days per week. Lacking spare time, they did not get to work other jobs, go on dates, or play other games. At the office, they only played
Serious Sam. The team ultimately grew to ten people. According to
Erik Wolpaw of the website
Old Man Murray, the demo's release received no coverage from the
video game press, even after he was the first to
break the story with a short news piece, which led him to conduct and publish an interview with Ribarić. Additionally, the site featured a humorous review model that rated games by the time it takes from starting the game to finding a destructible crate. Unlike most games the site reviewed, the
Serious Sam demo features no crates, earning it a rare positive review. According to Hunski, the team had forgotten to include crates and had not left them out deliberately. The coverage from
Old Man Murray increased the game's popularity and the demo was downloaded about 1 million times over the summer.
CNET Gamecenter later named Test 1 the best download of that timespan. As some players reported that the game was too difficult on its easiest setting, Croteam toned it down and added the even easier "Tourist" mode. The coverage and positive reception to the demo enabled Croteam to resume publishing negotiations. The studio was approached by some major publishers, including
Gathering of Developers (a subsidiary of
Take-Two Interactive), which had taken note of the demo. In July 2000, Croteam agreed to a publishing deal with
On Deck Interactive, a division of Gathering of Developers run by Robert Westmoreland that released budget-priced games. The publisher initially expected the game to be released in February 2001. The success also led Croteam to lay aside all plans of handling
Serious Sam solely as a marketing demonstration for Serious Engine. In retrospect, Ribarić said that, without the interview that led to the publishing deal, Croteam would not have survived.
Late development and release In June 2000, Croteam opened a competition for fans to submit and vote on possible
catchphrases for Sam, with the top ten to be included in the game. Several thousand submissions were made by July, and some people sent in recordings of their lines. Among the latter was John Dick, who at the time was doing voice work and performing as a
disc jockey for a
radio station in
South Texas. Inspired by
Jon St. John's work as
Duke Nukem on
Duke Nukem 3D, Dick wanted to get into voice acting, and he had learned of
Serious Sam just after Wolpaw's interview. He sent Croteam a fan letter, expressing his interest to voice the game's lead character, and later handed in a voice sample. His performance stood out to Croteam, and Mravunac said he experienced
goose bumps. They signed Dick onto the project, making up most of his voice lines as the development progressed, and Mravunac
pitch-shifted his voice down slightly to better suit the character. Dick eventually had the
Serious Sam bomb logo tattooed on his shoulder. He said that "I'm a part of Sam so I decided to make Sam a part of me." Since he used tattoos to signify periods of change in his life,
Serious Sam represented the beginning of his career in video games. In later stages of development, Croteam reduced the number of levels from forty to fifteen. One
sewer level was added, counter to Croteam's original intentions, to appease
George Broussard, who had criticised the game for its lack of "dark, closed, impossible-to-see-anything, sewerish levels". They included Wolpaw as an
Easter egg in the level "Hatshepsut", and Ribarić designed the secret level "Sacred Yards" to feature crates in reference to
Old Man Murrays scoring system. The latter level also contains further secrets, including one that allows the player to pass the level without facing any enemies. This secret was not fully uncovered until 2015, when the player SolaisYosei was hired by Croteam and discussed the level with Ribarić. When a reworked, "better-looking" model for Sam replaced a placeholder quickly created by Tomislav Pongrac, the community reacted negatively to the new design. In response, the team reverted to the prototype and improved its
geometry instead. The final boss, Ugh-Zan III, was modelled by lead artist Admir Elezović within three days to replace one he said was "designed totally wrong". In addition to Serious Modeler, the artists used
Photoshop,
Terragen, and
LightWave 3D. Croteam released a second demo, "Test 2", on 15 December 2000 to trial the new multiplayer component. The game was reported to be 80% complete in January 2001. On 5 March 2001, On Deck Interactive was shut down as Westmoreland had left the company to pursue other interests. All games that were to be released under that label, including
Serious Sam, were moved over to Gathering of Developers. On the following day, Gathering of Developers announced that the game had
gone gold. It was released on 21 March 2001 and distributed in the United States by the Take-Two subsidiary
Jack of All Games. By this time,
Serious Sam had obtained the subtitle "
The First Encounter. To aid
modding efforts, it includes Serious Editor and Serious Modeler, and Croteam released a
software development kit shortly after the release. == Reception ==