Circa autumn 2001. I was working at NEON Studios as Lead Level Designer. We’ve just finished up Santa Claus Jr. for the Gameboy Color. Then corporate decided to cut costs, slashing about half the staff. Including almost everyone of the teams i was used to working with. I did not get fired but the repercussions were such that i left about half a year later, in May 2002.

From that time on, nothing at NEON felt the way it was before. Previously being an independent Studio, NEON Studios was bought by an Austrian publisher sometime in 2000, i believe. I still have that christmas present from the first corporate Xmas Party – a warm winter jacket. “The best thing they have ever produced” we still say jokingly and by “they” i mean the publisher aka corporate – just to make that perfectly clear. But without the team and friends i’ve enjoyed working with the soul was gone. NEON was still a great place full of great, artistic, intelligent, visionary people. But the corporate identity we had assumed was now consuming us. Feeding on us. Leaping a few years ahead, NEON was shut down sometime after the release of Legend of Kay (PS2) but i was happy to hear that most of the team almost instantly started a new company, called keen games.

Back to the present in the past. Soon after we had finished Santa Claus Jr. followed the search for a new Gameboy Advance project. We pulled together 4 very intruiging, intelligent and enthusiastic ideas for our pitch, ready to push the new Gameboy Advance hardware and gaming abilities to the limit. But we had to include a fifth pitch, the obvious sequel to Santa Claus Jr. We made it so that the effort and issues of that project were a bit exaggerated because none of us wanted to do another Santa Claus project, even though the first one was a joy to work on. But the Gameboy Advance technology was something we really wanted to push, we saw opportunities for games that weren’t possible on the old Gameboy. Another jump’n run game for kids just wasn’t going to cut it.

Of course the obvious happened. None of our pitches ever had a chance. Instead we got Santa Claus Jr 2 stuffed down our throats and swallowed. I couldn’t swallow it hole, something got stuck and i couldn’t breathe anymore. Sequelitis, my old team gone, me having to do Level Design for a jump’n run. A genre i’ve never had much passion for, and in general i haven’t done pure Level Design for a loooong time (not since DooM was kewl). I was used to do a lot of scripting and actually wanted to become a programmer. I’ve scripted all the “AI”, controls and menus in our previous titles and as far as i can remember, if there was any remote possibility to script something, i did it.

Until that time i did not know how lack of passion feels like and how much it can pull you down. Much of my later Level Design work was reworked but i’m still glad that most of the ice world was left untouched. That’s where you start the game, see the screenshot to the left. These were the levels for which i’ve actually tried to build something fun and an easy introduction for the kids. It was created during the time i really tried to make the best of the whole situation. However that changed when i had to move on to the next world (town) which didn’t inspire me at all.

As time progressed, pushing tiles around, trying to squeeze out something interesting gameplay-wise for which i had absolutely no feel, no understanding and got no sense of accomplishment out of – it became more and more of a drag each day. It felt as if my career just seemed to turn in the wrong direction and i had to get my hands back on the steering wheel. I was so down at the time i did not see any other option than to quit.

And then the obvious happened, again. Santa Claus Jr. Advance was released and sold a few hundred copies initially. Much less than the original, which came out early in development of the sequel and had sold just a few thousand copies. Which in hindsight would have been a good time to reflect and maybe cancel the sequel.

Disclaimer about the sales numbers: They may be grossly exaggerated for all i know. They might even be completely incorrect. We didn’t get such information directly, it was always someone knowing someone else who knew.

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On a handheld far before the DS …

Aaaaah, the memories. Just today i found out that people actually care to put up footage of old Gameboy Color games on Youtube. And this is the first commercial game i’ve worked on, back in 1999!

Armorines – Project S.W.A.R.M.

It kinda looks and seems awful now but back then it was awesome! I’ve put a lot of thought into scripting the behavior of the enemies, those green jumper aliens for example. They actually try to charge at you if they’re at the right distance, they leap forward and when they are close to the player they’ll just try to run away with some zig-zag jumps. And if the player shoots at them they jump away at a 90° angle. It seemed pretty organic to me back then, i guess it seemed more random than anything to most people though. But … these were my first experiences creating what you might call AI!

Those were the days …

… and then came Dave Mirra Freestyle BMX! If i remember correctly i’ve written most of the design document over the course of 3 months. There really wasn’t much else to do at that time. I don’t remember exactly what the production hold-up was but the polish that went into the game design document payed off in the long run. Everything fell in place almost naturally and the team was so excited about this game, everyone put their best efforts in.

Dave Mirra Freestyle BMX

I’ve basically scripted 99% of the frontend and ingame menus of this game. That included designing the screen layouts and flow. So basically this is were i learned a lot about screen design and user interfaces. To this day i still think it’s the greatest game i’ve helped build, simply because i also appreciated the experience crafting it as part of a jelled team.

Oh yeah, that intro video (!) you see before the title screen … you know, we’ve had like 50 Kilobytes of unused space on the 1 Megabyte cartridge left and, you know, we didn’t want to see it go to waste. So we’ve spent some time capturing this video and compressing it until it filled exactly the remaining space on the cartridge. We also recorded some of our best runs for each level which you can unlock by beating a level’s objectives. This goes to show how dedicated we were!

Sadly, NEON Studios is now defunct but they formed a new company, named Keen Games.

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© 2010 Steffen Itterheim aka Gaming Horror