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* According to Character Artist [[Drawn to Life: The Next Chapter (Wii) Credits|Eric Maki]] and Additional Artist [[Drawn to Life: The Next Chapter (Wii) Credits|Thomas Denmark]], the last six months of development were part of a crunch, meaning that the team was working long days, 6-7 days a week to get the game out on time.
 
* According to Character Artist [[Drawn to Life: The Next Chapter (Wii) Credits|Eric Maki]] and Additional Artist [[Drawn to Life: The Next Chapter (Wii) Credits|Thomas Denmark]], the last six months of development were part of a crunch, meaning that the team was working long days, 6-7 days a week to get the game out on time.
 
* Much like the [[Drawn to Life|original game]], the Australian release was commemorated with a competition, this time involving contestants to draw their own Hero.
 
* Much like the [[Drawn to Life|original game]], the Australian release was commemorated with a competition, this time involving contestants to draw their own Hero.
** The winning prize was a Nintendo DSi for themselves and everyone in their class, and a copy of [[Drawn to Life: The Next Chapter (Wii)]].
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** The winning prize was a Nintendo DSi for themselves and everyone in their class, and a copy of this version of the game.
 
* In the UK, THQ worked with a number of primary schools to trial using both versions of Drawn to Life: The Next Chapter to help engage kids in art.<ref>https://www.mcvuk.com/business-news/publishing/drawn-to-life-conquers-the-classroom/</ref>  
 
* In the UK, THQ worked with a number of primary schools to trial using both versions of Drawn to Life: The Next Chapter to help engage kids in art.<ref>https://www.mcvuk.com/business-news/publishing/drawn-to-life-conquers-the-classroom/</ref>  
 
** A competition was also held in the UK to get participants' heroes displayed on a billboard, with ten regions being represented.
 
** A competition was also held in the UK to get participants' heroes displayed on a billboard, with ten regions being represented.
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