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Features

Postmortem: The Collective's
Indiana Jones and the Emperor's Tomb
Anyone who has ever worked on a license-based game
knows that such projects are invariably treacherous waters. Movies
and television shows do not always translate easily into video games;
thus many licenses are simply disappointing and uninspired attempts
to cash in on the popularity of their source material. It is a challenge
that has defeated many mortals. Could Dr. Jones vanquish the curse
of the licensed game?
Before joining The Collective in October of 2000 I
had worked on eight different titles, but only one of those was
based on a license. That was Atlantis: Search for the Journal,
developed by Zombie Studios as a movie tie-in and distributed in
cereal boxes across the country. Although Zombie was a great place
to work, we encountered a number of problems during the development
of the game. After that experience I wasn't planning to jump right
into another license-based project.
But then The Collective offered me the position of
Lead Programmer on an Xbox-exclusive survival-horror project which
was to be based on a popular television show. The concept of the
game was very interesting to me -- survival-horror is one of my
favorite genres. So I accepted the offer and made the move to sunny
Laguna Beach, CA.
The Collective was formed in the late 1990s by Doug
Hare, Richard Hare, and Gary Priest. They worked together at Virgin
Interactive to produce Toonstruck and after that decided
to start their own studio. These three privately own the studio
and run the company: Doug handles high-level production and business
affairs; Richard is the company's Creative Director; and Gary is
the Tech Director.
Prior to my arrival in October of 2000, the company
had made a good name for itself with Star Trek: Deep Space 9.
That game, which used a modified version the Unreal engine, received
critical acclaim and established the company as a solid creator
of licensed games. After that they began work on Buffy the Vampire
Slayer, for which they created their own technology base.
When I arrived at The Collective, the entire company
was in crunch mode. Most people were working on Buffy, with
the exception of a couple developers dedicated to finishing the
Macintosh port of Deep Space 9. Thus the team for the new
project was mostly assembled from newcomers. We spent the first
few weeks getting to know each other and developing ideas for the
game. But after three months of working on the prototype, our project
was canceled by the publisher. Some of us were added to the Buffy
team and the rest worked on side projects for a while until LucasArts
approached the company with the opportunity to create a game based
on the Indiana Jones license.
LucasArts had a few concrete goals for the game, but
not a complete vision. Having been shown current builds of Buffy,
they were very positive about the idea of using The Collective's
existing fighting system and game engine, grafting on a healthy
amount of exploration and adventure, and thus creating a game which
would give the player the complete experience of being Indiana Jones.
We were given a few directives as we began working
on our pitch. The game was to be multiplatform - originally we were
slated to develop the game for the PC, Xbox, PS2, and GameCube.
It was also to be distributed internationally, meaning we had to
consider localization issues from the outset of development. We
were allowed to come up with our own story for the game but we were
restricted by the necessity of not breaking the fourth wall, and
of never violating what LucasArts felt to be the spirit of the Indiana
Jones character.
Although almost the entire company was trying to finish
Buffy, a small, three-person Indy lead team was formed from
the cancelled project's leads. The team was Brad Santos as Lead
Designer, Brian Horton as Lead Artist, and me as Lead Programmer.
Rick Watters would later join the project as producer. We scavenged
help from the Buffy team and managed to complete a functional prototype
within six months - one that impressed LucasArts and secured the
deal. By mid-2001, we were in full production of the game.
The original intended ship date for the project was
late 2002. We ended up shipping the Xbox and PC versions in early
2003 and the PS2 version four months later. While the game was not
as financially successful as we had all hoped, largely due to the
delay of the PS2 SKU and almost nonexistent advertising, it is still
an achievement of which we all are proud.
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