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by Jackie Turnure
[Author's Bio]
November 6, 2000

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Features

Moving Forward

Contents

Oz -- The Magical Adventure

Production

What Went Right

What Went Wrong

Moving On

Like all projects of this magnitude, the real skill is learning from our mistakes and being able to apply the lessons learned to the next game. Feature creep, scheduling issues, navigation problems, and audio were our biggest challenges, but were all resolved and only served to strengthen ourunderstanding of the process.

For me, the best part of the project was experiencing how kids play and learn, discovering what makes them laugh, what bores them, and what they like in a game. Adapting a linear story to an interactive game was very challenging and satisfying, as was creating a 3D world and characters that children could relate to and enjoy.

Ultimately the real test lies with the kids' reactions. Watching our kid testers laugh and talk to the characters on screen made all the production problems worthwhile. Moving forward, we all hope to apply our experience to another adventure game sometime in the near future.

Game Data

Oz -- The Magical Adventure

Sausage
www.sausage.com.au

Tel +61 (02) 9467-3000


Team size:
10 full-time developers, 5 contractors
Release date: October 2000
Intended platforms: Pentium 166 Windows 95/98/00 NT, Power Mac 8.1
Project budget: Approx. AUD800,000
Project Length: 12 months
Code length: 18,000 lines of lingo
Critical development hardware: SGI O2s, Pentium II 500s, Mac Powerbook G3
Critical development software: Alias|Wavefront Maya, Alias|Wavefront Composer, Macromedia Director 7.02, All in a Dither (proprietary dithering software), Soundscape, Adobe Photoshop

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