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By Richard Rouse III
Gamasutra
September 10, 1999

This article originally appeared in the September, 1999 issue of:
Game Developer

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Features

 

Contents

The Task at Hand

What Went Right

What Went Wrong

The Team

How Does It Feel?

Needless to say, everyone who worked on Centipede 3D grew stronger as game developers from the experience. I know that I’ve come to understand a lot about balancing game difficulty and the importance of an up-to-date design document in a project of this size. Leaping Lizard Software has since moved all its console development in-house, and its current project has simultaneous development on multiple platforms working painlessly.

Remakes themselves are tricky propositions, especially of much-loved pieces of art. Often it means that people are expecting you to screw it up and to have defiled a classic in the process. But when remakes work out well, they can take the strength of the original work and add to it their own interpretation. Think of the Jimi Hendrix Experience covering "Like a Rolling Stone"or "Day Tripper;" great songs before, great songs after (though very different in each rendition). Whether or not Centipede 3D succeeded in its aspirations to rework a classic into a fun, new experience is not something I can judge fairly from my perspective, though its development was a very stimulating creative endeavor. But of course, I never did see the new Psycho.

Centipede 3D
Leaping Lizard Software Inc.
Gaithersburg, Maryland
(301) 963-8230

Mondo Media
San Francisco, Calif.
(415) 865-2700

Real Sports Games, LLC
Elgin, Ill.
(847) 429-4670

Release Date: October 1998 (PC); May 1999 (PSX)

Intended Platform: Windows 95/98, Sony Playstation

Project Length: 18 months

Development Team:
Leaping Lizard Software: Elaine Albers (Project Management); Mark Bullock (Design & Art); Richard Rouse III (Design & Programming); Eric Albers, Sergey Datskovskiy, Chris Green & Gary Skinner (Programming); Jane Miller & Steve Ogden (Art & Animation); John C. Marzulli & David F. Smith (Additional Programming).

Mondo Media: Melissa Kangeter (Production); Dean MacDonald (Art Direction & Design); Bob Jeffery, Cindy Harrison, David Horowitz, Manny Marquez, Kathryn Liu, Kelley Lamsens, Leila Noorani, Aubrey Ankrum, Britt Anderson & Marco Bertoldo (Art).

Real Sports Games: Brian Rice, Patrick Alphonso, Pierre Maloka, David Brumbaugh, Ken Hurley, John Sanderson & Lee Waggoner (Programming); Jeff Troutman (Art); Robin Antonick, Gail Musolino & Alex Jarrett (Production).

Team Size (PC): Seven full-project developers and two part-project developers at Leaping Lizard, working with the artists at Mondo Media.

Team Size (PSX): Three full-project developers and five part-project developers at Real Sports Games, with five part-project developers at Leaping Lizard, and the artists at Mondo Media.

Critical Development Hardware: (Beginning of project): 90MHz Pentium with 64MB RAM. End of project: 350MHz Pentium II with 128MB RAM.

Critical Development Software (PC): Watcom C++ 11.0a, Opus Make, Emacs, 3D Studio Max, Adobe Photoshop, RCS source control.

Critical Development Software (PSX): Metrowerks CodeWarrior for Playstation, Opus Make, Debabelizer, StarTeam source control.

Richard Rouse III was Lead Designer and AI Programmer on Centipede 3D for both the PC and Playstation. Before that, he created the games Damage Incorporated and Odyssey - The Legend of Nemesis under the Paranoid Productions banner. Since working at Leaping Lizard Software, Richard has moved on to Surreal Software, where he is glad to be working on neither a remake nor a sequel. Feedback and other musings are encouraged at paranoid@panix.com.


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