| Jon St. John | ... | Duke Nukem (voice) | |
| Dave Manuel | ... | Additional Voices (voice) | |
| Judith Peterson | ... | Additional Voices (voice) | |
| Jennifer Wildes | ... | Additional Voices (voice) |
Produced by | |||
| Chris Boxmeyer | .... | producer: ARUSH Entertainment | |
| Stuart Platt | .... | producer: Xbox Live Arcade team | |
| Robert Travis | .... | producer: Sunstorm Interactive | |
Original Music by | |||
| Darren Mohle | |||
Art Department | |||
| Mick Buck | .... | artist: Sunstorm Interactive | |
| Ryan Butts | .... | lead artist: Sunstorm Interactive | |
| Justin Chornenky | .... | artist: Arush Entertainment | |
| Jeremy Cook | .... | artist: Sunstorm Interactive | |
| David Graham | .... | artist: Sunstorm Interactive | |
| Dave Manuel | .... | additional art: Sunstorm Interactive | |
| Todd Marshall | .... | additional art: Sunstorm Interactive | |
| Thomas Miller | .... | additional art: Sunstorm Interactive | |
| Jason Smith | .... | artist: Sunstorm Interactive | |
| Robert Travis | .... | additional art: Sunstorm Interactive | |
Sound Department | |||
| Gary Phillips | .... | sound design: Sunstorm Interactive | |
Animation Department | |||
| Richard Lico | .... | animator: Sunstorm Interactive | |
Music Department | |||
| Justin Chornenky | .... | musical contributor: Sunstorm Interactive | |
| Darren Mohle | .... | music: Sunstorm Interactive | |
| Gary Phillips | .... | musical contributor: Sunstorm Interactive | |
Other crew | |||
| Dave Adams | .... | EVP of product development: Arush Entertainment | |
| Eric Bailey | .... | programmer: Xbox 360 version | |
| Tyler Bearce | .... | VMC tester: Xbox Live Arcade team | |
| Jeremy Blumel | .... | level designer: Sunstorm Interactive | |
| Chris Brooks | .... | programming: Sunstorm Interactive | |
| George Broussard | .... | design consultant: 3D Realms | |
| George Broussard | .... | project leader: Xbox 360 version | |
| Ryan Butts | .... | creature/weapon design: Sunstorm Interactive | |
| Donald Case | .... | manager - marketing comm.: Arush Entertainment | |
| Jeremy Cook | .... | game concept/design: Sunstorm Interactive | |
| Anna Dahm | .... | VMC tester: Xbox Live Arcade team | |
| Justin Davis | .... | VMC MAT test lead: Xbox Live Arcade team | |
| Julianne Diaz | .... | PR: Xbox Live Arcade team | |
| Dan Edwards | .... | Prism 3D programming support: Sunstorm Interactive | |
| Dan Edwards | .... | game concept/design: Sunstorm Interactive | |
| Dan Edwards | .... | lead programmer: Sunstorm Interactive | |
| Dan Edwards | .... | level designer: Sunstorm Interactive | |
| Matt Gdowski | .... | Prism 3D programming support: Sunstorm Interactive | |
| Matt Golz | .... | software test manager: Xbox Live Arcade team | |
| Matt Harris | .... | level designer: Sunstorm Interactive | |
| Dean Hoffman | .... | chief financial officer: Arush Entertainment | |
| Kieran Hunt | .... | VMC tester: Xbox Live Arcade team | |
| Michael Ivory | .... | localization software engineer: Xbox Live Arcade team | |
| Petri Järvilehto | .... | play testing: 3D Realms | |
| Enda Kelly | .... | lead localization test engineer: Xbox Live Arcade team | |
| Malika Kherfi | .... | international project manager: Xbox Live Arcade team | |
| Jan Konopasek | .... | additional level design: Sunstorm Interactive | |
| Eric Konzal | .... | play testing: Arush Entertainment | |
| Mike Kraack | .... | programming: Sunstorm Interactive | |
| Tiffany Kroneousch | .... | play testing: Arush Entertainment | |
| Magali Lucchini | .... | translation project manager: Xbox Live Arcade team | |
| Cherie Lutz | .... | product planning & business team: Xbox Live Arcade team | |
| Sean Lynn | .... | additional level design: Sunstorm Interactive | |
| Todd Marshall | .... | creature/weapon design: Sunstorm Interactive | |
| Gary McNickle | .... | Prism 3D programming support: Sunstorm Interactive | |
| Justin Mier | .... | marketing: Xbox Live Arcade team | |
| Scott Miller | .... | design consultant: 3D Realms | |
| Robert C. Minnick | .... | VMC tester: Xbox Live Arcade team (as Robert Minnick) | |
| Darren Mohle | .... | Prism 3D programming support: Sunstorm Interactive | |
| Darren Mohle | .... | behavioral programming: Sunstorm Interactive | |
| Darren Mohle | .... | game concept/design: Sunstorm Interactive | |
| Josh Mulanax | .... | release management team: Xbox Live Arcade team | |
| Terry Nagy | .... | play testing: 3D Realms | |
| Jim Perkins | .... | president/CEO: Arush Entertainment | |
| Cala Posey | .... | VMC senior test lead: Xbox Live Arcade team (as Cala E. Posey) | |
| Chris Rhinehart | .... | play testing: 3D Realms | |
| Dustin Russell | .... | programming: Sunstorm Interactive | |
| Kelly Shipman | .... | VMC test lead: Xbox Live Arcade team | |
| Joe Siegler | .... | play testing: 3D Realms | |
| Daniel E. Smith | .... | test lead: Xbox Live Arcade team | |
| Jason Smith | .... | creature/weapon design: Sunstorm Interactive | |
| Kris Stout | .... | level designer: Sunstorm Interactive | |
| Robert Travis | .... | game concept/design: Sunstorm Interactive | |
| Robert Travis | .... | lead level design: Sunstorm Interactive (as Rrobert Travis) | |
| Bryan Turner | .... | QA tester: Xbox 360 version | |
| Bryan Turner | .... | design consultant: 3D Realms | |
| Chris Voss | .... | level designer: Sunstorm Interactive | |
| Neil Widmaier | .... | test lead: Xbox Live Arcade team: VMC Consulting Corporation | |
| Jason Yeager | .... | VMC tester: Xbox Live Arcade team | |
| Jennifer Yi | .... | marketing: Xbox Live Arcade team | |
Thanks | |||
| Allen Blum | .... | special thanks: 3D Realms | |
| Oliver Miyashita | .... | special thanks: Xbox Live Arcade team | |
| Todd Replogle | .... | special thanks: 3D Realms | |
| Kevin Salcedo | .... | special thanks: Xbox Live Arcade team | |
| Andrew Williams | .... | special thanks: Xbox Live Arcade team | |
| Ted Woolsey | .... | special thanks: Xbox Live Arcade team | |
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| Duke Nukem 3D | Halo | Halo 2 | Ultimate Doom | Final Doom |
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| Full cast and crew | Company credits | IMDb Action section |
| IMDb USA section |
I got this game a few month after its release. At first, I started to remember, how I played previous Duke Games to feel the game, then I got more and more progress in "kicking ass" job. Hell, it was great fun after beating "those freaking aliens" back in 1996!! Some levels were really tough, but I swear I NEVER used any cheat to get through. Just after five months I managed to finish all skill levels and found all those Nukes and about half of secrets. I was very pleased to know, that there are bonuses you get, when you finish each skill level with all Nukes. And to say why I didn't cheat: I just didn't have Internet at that time and I really hate to read anything, even magazines about games.