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Championship Manager 3
Issue 20 - March 25, 1999
 
Feature
Alien Vs Predator
A Diary of Development: Part 8


We hope that, over the past seven weeks, we have given you some small insight into how a game is built, from concept to completion. This final part of our Aliens Vs Predator diary is a bit of a tribute to the development team.
Jason Kingsley

We are now into the final weeks of what has turned out to be a three-year project. During these three years, Rebellion itself has grown beyond recognition. As a point of comparison, the entire company which produced the original Alien Vs Predator for the Jaguar numbered seven people. When we started work on Aliens Vs Predator we were up to 18 and still had a few gaps to fill. Now we have reached double that number and we are still making space for more desks.

Despite this growth, the core team responsible for AvP has remained intact. This, I believe, has been one reason why the resulting game has been so solid. Although it is impossible to count the exact number of people who have worked on the game (bearing in mind that a good deal of the testing process was carried out in the US, as detailed in last week's diary), I would like to give special mention to the core development team who have stuck together to bring us to where we are today.

The engine, dynamics, lighting system, vision modes and other special effects were all created by our lead programmer, Kevin Lea. Richard [Rice] created a custom-built set of software tools to integrate the artists' work within the game engine while Chris [Fox] strafed endlessly to implement his ideas for the AI.

The creation of the all-important graphics and visual effects was led by the game's internal producer, Alastair Halsby, who was ably assisted by lead animator Ken [Turner]. Additional artwork was also provided by Adam [Comiskey], Matthew [Riordan] and Dominic [Jeffreys].

Continued...