What went right/wrong during production? Max Payne for the Mac is currently in development and will be released by MacSoft in early 2002.
SL: Good things were definitely our good teamwork with Anssi and the fact that we had great fun making the shots. And naturally that we made them all in time and they are relatively good. Problems were mainly related to the fact that originally we had no tech to do any cut scenes and cameras and we had to wait for some features.
AH: I'd say what went right was that the tools and the engine were flexible enough for creating a sufficient number of satisfactory cinematics. Meaning we had sufficient controls for the characters and a flexible system for animating objects and creating game dynamics etc.
What went wrong, that would also include the characters. Our system for making the characters to move from point A to point B proved to be rather unreliable and the behavior varied depending on things like the framerate of the system the game was running on... You could say our actors were sometimes running all over the place and regularly bumping into furniture.
I could also mention something like, some rather important features were missing from MaxED for a long time before we were able to implement some of the cinematics. But then again had we implemented those features earlier, we would've had to wait for some other equally important features on different sectors, so it's really a moot point.