Editing THQ
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===Development of Drawn to Life: The Next Chapter (Wii)=== | ===Development of Drawn to Life: The Next Chapter (Wii)=== | ||
| − | Said Wii version was also rejected by 5th Cell, as Jeremiah Slaczka thought the system wouldn't allow for | + | Said Wii version was also rejected by 5th Cell, as Jeremiah Slaczka thought the system wouldn't allow for the scope they envisioned<ref>[https://www.gamedeveloper.com/design/fountain-of-scribbles-5th-cell-s-jeremiah-slaczka-speaks Fountain of Scribbles: 5th Cell's Jeremiah Slaczka Speaks, GameSpot]</ref>. After this meeting, THQ contracted [[Planet Moon Studios]] to develop the title, and the developer would split production to their B-team while working on another game, the cancelled title My Amazing Story. Due to the smaller size of the team and production times being brutal, however, this game would suffer the most crunch out of all the Drawn to Life games published by THQ. |
{{Quote|text=DTL was supposed to be a simple "safety" production that allowed other studio creative leads to focus on a big 1st-party project for Microsoft Game Studio. When the MGS project wound down and we put eyes back on DTL, we saw that the product was a shockingly scattered mess, barely playable/ parts on the floor, nowhere near being able to produce the expected alpha/ beta/ gold dates - it became an all-hands-on-deck emergency...My senior Art Lead and UI Art Director came into it with me, sleeves rolled up, to focus on lining up each area of the game (characters/ props/ cinematics, levels, user interface/ drawing tool). It was only as we were in the midst of alpha that I was able to offer visual feedback to help pull it all together with polish (TBH most of the individual assets developed by the team looked great, really cute and clean).|character=Ken Capelli}} | {{Quote|text=DTL was supposed to be a simple "safety" production that allowed other studio creative leads to focus on a big 1st-party project for Microsoft Game Studio. When the MGS project wound down and we put eyes back on DTL, we saw that the product was a shockingly scattered mess, barely playable/ parts on the floor, nowhere near being able to produce the expected alpha/ beta/ gold dates - it became an all-hands-on-deck emergency...My senior Art Lead and UI Art Director came into it with me, sleeves rolled up, to focus on lining up each area of the game (characters/ props/ cinematics, levels, user interface/ drawing tool). It was only as we were in the midst of alpha that I was able to offer visual feedback to help pull it all together with polish (TBH most of the individual assets developed by the team looked great, really cute and clean).|character=Ken Capelli}} | ||