Origins Thief began development in April 1996. For the game's original designer and writer
Ken Levine, credited by
The Telegraph as "a key figure in the creation" of
Thief, inspirations came from two of his favourite games,
Castle Wolfenstein and
Diablo. The initial concept was to make an
action role-playing game and Levine was given the job of designing the game's world and story. Levine said the initial ideas and projects that have later morphed into
Dark Camelot, before eventually evolving into
The Dark Project, included
School of Wizards,
Dark Elves Must Die and
Better Red Than Undead, the latter of which was "a campy story" about
communist zombies. The game was supposed to be a first-person sword fighting simulator, but "the marketing [department] killed the idea," to his disappointment. According to programmer
Marc LeBlanc, "The first proposal was
Better Red Than Undead, a '50s
Cold War game where the
Soviet Union is overrun with zombies and you have to go hack them to pieces as the loner from the
CIA because bullets don't work on the undead."
Dark Camelot The next concept,
Dark Camelot, still focused on sword combat. Its plot—an inversion of
Arthurian legend—featured
Mordred as a misunderstood hero,
King Arthur as a tyrannical villain and
Merlin as a psychopath. Artist Dan Thron said: "For a good long time, we had no idea what the game was about, until somebody stumbled upon the whole thief game play where you're not just running out trying to chop people up." Church recalled that "the basic stealth model was [...] having the guard looking the other way and you going past pretty quickly. So
Paul [Nerath] had been pushing for a while that the thief side of it was the really interesting part and why not you just do a thief game."
Production In early 1997,
Dark Camelots name was tentatively changed to
The Dark Project and its design altered to focus on thievery and stealth. Nevertheless, some levels originally designed for
Dark Camelot ended up in the final product. Full-scale development on
The Dark Project began in May 1997, with a frantic work on a
demo level and
trailer for
E3 1997. Originally announced to come out in Summer 1997, the game was delayed to Winter 1997–98. By summer 1998, the team was challenged by exhaustion and the game's numerous simulation and AI glitches. These problems resulted in what Leonard later described as "a game [that] could not be called fun". Implementation of Leonard's new AI system was halted so the team could quickly assemble
proof-of-concept demos; publisher
Eidos Interactive had grown skeptical over the team's vision. Work on the AI did not resume until March 1998, and after 12 more weeks of constant work, it was ready for what Leonard called, "real testing".
Thief was designed to be largely
unscripted; events, instead of being pre-defined by designers, occur naturally. The intent was to further increase the amount of "player interaction and improvisation" over their previous games. The game's missions were designed to suit the story, rather than the story to fit the missions. Taking inspiration from
GoldenEye 007, the team added a difficulty system that changes mission objectives; Leonard said "it allowed the designers to create a very different experience at each level of difficulty, without changing the overall geometry and structure of a mission. This gave the game a high degree of replayability at a minimum development cost". Project director Greg LoPiccolo wanted
Thiefs audio to both enrich the environment and enhance gameplay, and the game's design necessitated an advanced sound system. The designers created a "room database" for every mission; these provided a realistic representation of sound
wave propagation. The engine features
alpha blending,
texture filtering and
lighting techniques.
Motion capture technology was integrated to allow for realistic character animation. The engine's
renderer—which draws the graphics—was largely written by Looking Glass Studios programmer Sean Barrett in fall 1995. While the renderer was expected to be finished before the game's release date, Barrett left the company in 1996. He later performed contract work for the company, and assisted in writing features like hardware support. However, the renderer was never fully addressed, and was less advanced than others of the time. It features three new missions, and improvements to the original 12. Its disc also contains a
level editor and a "
making of Thief II: The Metal Age" video, among other extras. ==Reception==