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The decision
to create a game based in the Heavy Metal universe started back
in the hot Texas summer of 1997. Ritual Entertainment was in full-blown
production of Sin when our concept artist's agent, Russell Binder,
called up one day. Russell mentioned that his client, Kevin Eastman,
was looking to make a videogame based on a new animated movie called
Heavy Metal: F.A.K.K. 2. Kevin told us that the name of the movie
was based on the name of the lead character in the movie and that character
was being based on the image of his wife, Julie Strain. The name of
the movie was later changed to Heavy Metal 2000, but we decided
to keep the F.A.K.K. 2 name, due to the fact that we already
had two magazine covers and previews, and we didn't want to create product
confusion.
Ritual
jumped at the chance to create a game based in the Heavy Metal
universe. Everyone at Ritual was familiar with the original Heavy
Metal movie released in 1981, and a lot of us grew up reading the
Heavy Metal illustrated magazine. A few business meetings later
with Kevin and Russell brought the deal to a close.
Ritual
then hired a new development team consisting of two programmers and
two level designers. This small team worked on preproduction of F.A.K.K.
2 during production of Sin in 1997 and on into the beginning of
1998.
Circumstances
arose that caused the two programmers to leave Ritual, and the level
designers were assigned to the Sin team. This caused F.A.K.K. 2
production to slow down during Sin's final crunch, from March to October
1998. After Sin shipped, part of the team worked on SinCTF (a free multiplayer
add-on to Sin) while the rest of the team moved over to work on F.A.K.K.
2. When SinCTF was released to the Internet, the F.A.K.K. 2
team was fully realized. We started off with five programmers, five
artists, five level designers, one support person, one sound engineer,
and one project manager. However, when we finished the game the core
team consisted of three programmers, three artists, three level designers,
one sound engineer, and one support person. Art director Robert Atkins
was the only team member that survived from the beginning of preproduction
to the very end of the project when F.A.K.K. 2 went gold on July
31, 2000.
In the
midst of this turnover, many of the original design team left, and many
elements of the original design laid out in preproduction had to be
rewritten. F.A.K.K. 2 production began in earnest in early March
1999 with the new design.
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