24 June 1995 Wednesday ZAGE USA.
After a couple of months of development, the Unreal Engine was finally ready to be used in full production. Alongside it, the first game created with the engine, Quake, was scheduled for release on June 27, 1995. In the meantime, Zaboru had already begun shifting his USA-based ZAGE team to work on major upcoming projects such as NBA LIVE and Warcraft 2. Later, he planned to assign them to even more ambitious titles, ensuring the team remained at the forefront of innovation.
But right now, on June 24 at the ZEB (ZAGE Event Building), Zaboru was hosting a major gathering of video game developers, with a focus on those creating PC games, which had become especially plentiful in the USA. Among the invited guests was Hikaru Kurata, since Sonaya had recently established its own PC division but Hikaru Kurata can't come instead his Head of Video game developer Junpei Hoshida who comes. The meeting was conducted entirely in English, with no Japanese participants this time, as Zaboru planned a separate event for Japanese developers a few days later. Even Bill Gates had been invited, given Microsoft's growing gaming division. Though Gates himself could not attend, he sent two of his top engineers in his place—one of whom was Gabe Newell.
Each group was provided with one PC at their seats, which would later be used for the presentation.
The event was centered on a groundbreaking announcement: Zaboru would share the Unreal Engine with the world for free. To support developers, he had already prepared a detailed guidebook. The only condition was that any developer who used Unreal Engine would provide ZAGE with feedback and usage data, enabling the engine to evolve and improve continuously.
Now Zaboru, dressed in a sleek black suit, stood confidently at the podium. Dozens of video game developers sat excitedly in the audience, their eyes fixed on him. None of them knew exactly what the event was about—they had only been told that Zaboru would share something extraordinary, and if its knowledge from the Video game Saviour himself? this will be really pirceless
"Hello everyone, thank you for coming. As you might know, my name is Zaboru Renkonan, and I'm a game developer." The audience chuckled, and Zaboru continued.
"You might be wondering what I will share today… but before I get to that, let me ask you something. Does anybody here know what a game engine actually is?" The room grew still for a moment as developers glanced at one another. Then, breaking the silence, Gabe Newell raised his hand and answered, "It's like a toolbox or a foundation—it takes care of all the heavy lifting so that creators can concentrate on design, art, and gameplay instead of wasting time reinventing the basics every single time."
Zaboru smiled and nodded approvingly. "Exactly, Mr. Newell. That's a splendid answer."
Gabe's eyes widened in surprise. Did Zaboru actually remember him? They just met once at Microsoft offices couple of months ago, yet it was there. Zaboru could hardly forget. In his previous life, Gaben had been the savior of countless video game players worldwide, celebrated for the insane discounts he brought through Steam sales and for how the platform never seemed driven purely by greed. Even Zaboru are big fan of him.
"True, as Mr. Newell here said, game engines are vital for video game developers. Without them, we would be forced to handle every single technical detail ourselves—everything from rendering graphics, managing physics, creating sound systems, to handling input devices. That would be a massive hassle, draining our time and energy on repetitive groundwork instead of letting us concentrate on the creative core of development. As game developers, our true focus should be on crafting engaging gameplay, weaving memorable stories, building rich worlds, and optimizing performance to deliver smooth experiences. But without a game engine, all of that becomes secondary as we're bogged down by endless little technical necessities. This is why game engines are not just convenient—they're indispensable tools that empower us to actually create the games we envision."
Zaboru then grinned and said, "But creating a game engine isn't easy—most developers don't have one of their own, right? That's exactly why I'm here." As he spoke, the large screen behind him shifted dramatically to reveal the bold words: "Unreal Engine."
"At ZAGE, we've created a video game engine so powerful, so groundbreaking, that we had no choice but to call it 'Unreal.' I'm sure you're all curious about what it's capable of, right? Since I'm feeling generous, and this meeting is off-camera, I'll let you experience it firsthand. Our newest video game, scheduled for release on June 27 this year, has been prepared on the PCs in front of you. Please unlock the systems with the password Its-Unreal. Once inside, you'll find a copy of Quake. Please launch it and see what Unreal Engine can really do."
Everyone is curious and excited and then they quickly unlock the PC and start the Quake game. Then the game Start and it shows Start game after the developers choose start game it give a text story.
The government is experimenting with teleportation technology called "Slipgates." Something goes wrong: an entity known only as Quake hijacks the Slipgates, opening portals to nightmarish dimensions. Horrific monsters pour into military bases, threatening Earth. Now its your job to fix it.
Then the gameplay begins, and the entire room gasps, many exclaiming, "Holy moly!" Even Gaben can't hold back his excitement, shouting out loud as he sees what unfolds on the screen. The visuals are stunning—fully rendered polygonal 3D, a massive leap forward that looks nothing like the 2.5D style of games such as Doom or Duke Nukem. The difference is night and day. What ZAGE has created is a world that feels truly three-dimensional, immersive, and alive, and the developers in the room instantly realize they are witnessing a revolution in gaming. It's not just impressive—it's groundbreaking, and it looks astonishingly good.
In the demo, the player has access to two distinct categories of weapons: melee and ranged. The melee option is a machete, which allows close-quarters combat, while the ranged arsenal features powerful shotguns that deliver devastating firepower from a distance. As the developers eagerly tested both styles of play, the room filled with cheers, laughter, and shouts of excitement. They experimented with slashing enemies up close and blasting them apart from afar, marveling at how fluid and responsive the combat felt. For fifteen minutes, the atmosphere was electric, with every group completely immersed in the experience. Finally, Zaboru raised his hand and said with a smile, "Alright everyone, that's enough for now. Please stop playing. If you'd like to continue, you can purchase it on June 27." A chorus of groans and reluctant sighs echoed through the hall as the developers tore themselves away from the screens, clearly not wanting the experience to end. Zaboru chuckled warmly at their reactions before addressing them again.
"This is our newest game, created entirely using the Unreal Engine. Unreal Engine empowers developers to render true 3D graphics with stunning fidelity, while also offering a powerful scripting system called Unreal Script. This allows developers to program game logic and mechanics without needing to dive into low-level code, dramatically cutting down on development time and freeing them to focus on creativity rather than technical hurdles. You can see how much time and energy this will save for game creators." Everyone gasped, clearly fascinated by the Unreal Engine, their faces lit with awe as they whispered excitedly to one another. Zaboru let the anticipation hang in the air for a moment, then grinned broadly. "With the Unreal Engine in your hands, just imagine the possibilities—entire worlds you can craft, stories you can bring to life, and new genres you can experiment with. I will personally help you if you encounter trouble, and if I'm not available, my dedicated team at ZAGE will be ready to assist you at every step. Beyond that, I will also provide you with a detailed guidebook for Unreal Engine, filled with examples, tips, and best practices to help you unlock its full potential. This is not just a tool—it's a foundation for the next generation of gaming, and it's yours to use."
Zaboru then continued, "If you are interested in Unreal Engine, we can provide it to you for free—but there's a catch. Anyone who uses it must submit their data on how they utilize the engine back to ZAGE. This will directly support Unreal Engine's ongoing development. In exchange, you all get to use the engine without cost." Everyone's eyes widened. Just that? Data? To them, it seemed practically worthless—after all, in the 1990s, few truly understood the immense value of data.
"If you are interested, you may visit ZAGE USA or Emerald Wings, where we will prepare a contract for you," Zaboru added with a confident grin. He knew that if he could collect usage data from countless developers, it would become one of ZAGE's greatest assets—fuel to continuously improve Unreal Engine itself, and perhaps even material he could repurpose in the future. The developers, however, had no idea of the long-term power they were handing over.
Then the showcase continued, with many developers eagerly asking a wide variety of questions to Zaboru. They wanted to know about everything—from how Unreal Engine could be adapted for different genres, to whether small studios could realistically use it without large teams, to its long‑term support and upgrade path. Zaboru patiently answered each question in detail, often giving examples from ZAGE's own development process and sharing insights that many considered priceless. Some asked about performance on lower‑end machines, others about multiplayer support and modding capabilities, and still others about licensing terms. Each response further cemented the developers' trust and excitement. Eventually, after all questions were addressed and discussions had naturally wound down, Zaboru brought the gathering to a close, and the meetings were finally over.
After the meetings, Gabe Newell couldn't hold back his excitement any longer. The presentation had shaken him to the core, and he felt an urgent pull he could not ignore. He wanted—no, he needed—to see ZAGE's offices for himself. All throughout the event he had been thinking about the possibilities, about what this technology meant for the future of gaming, and about the chance to meet Zaboru face to face on his own ground. By the end, his decision was made. He would visit ZAGE USA that very evening, no matter what. The thought filled him with both nervousness and anticipation, but he knew this single choice could alter the course of his career forever. With determination burning in his voice, he muttered to himself, "I need to visit ZAGE USA now. Zaboru is there—I can't waste another moment!"
To be continue
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