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Oni: Difference between revisions

23 bytes removed ,  19 April 2022
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m (→‎Completion: moved some material around and tweaked wording; the only substantial change is that we can now say the final month of asset development was October 2000)
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In June of 2000, it was announced that Bungie had been acquired by Microsoft. This caused an upset among Bungie's fan base, which mostly consisted of Mac users. They considered Microsoft to be Apple's nemesis, and now the company behind the upcoming Xbox console had taken the most popular game developer from the Mac world and would be incorporating them into their offices in Seattle, Washington. The effect this had on Oni's development was dire: it meant that Bungie West needed to finish their work as soon as possible in order to join the rest of Bungie in Seattle.
In June of 2000, it was announced that Bungie had been acquired by Microsoft. This caused an upset among Bungie's fan base, which mostly consisted of Mac users. They considered Microsoft to be Apple's nemesis, and now the company behind the upcoming Xbox console had taken the most popular game developer from the Mac world and would be incorporating them into their offices in Seattle, Washington. The effect this had on Oni's development was dire: it meant that Bungie West needed to finish their work as soon as possible in order to join the rest of Bungie in Seattle.


In order to ship the game by year-end, the Bungie West staff worked massive overtime for several months straight. During this "crunch" period, the unexpected departure of the graphics programmer led to his replacement and a minor overhaul of the graphics code.<!-- Congratulations, you found a secret reference! For a citation on the graphics programmer leaving, see this auction of a copy of Oni by Stefan Sinclair: https://archive.is/njEe3. Stefan tells the story in the Description section. We know that he replaced the previous programmer by August because that's when Stefan started posting questions online about OpenGL ^_^ Anyway, it's a bit awkward to link to a page like this as an official citation so I am hiding it here for now. -Iritscen --> Technical and/or gameplay issues required all 14 levels to have their geometry significantly altered over the course of 7 months.<ref name=conquer /> According to Hardy LeBel, "It was as bad a crunch as there has ever been in the video games industry."<ref>See CryMor Gaming's documentary [https://youtu.be/jbrPu15jjPs?t=960 Demon: The Untold Story of Bungie’s Forgotten Franchise], 16 minute mark.</ref> It is only due to this final push that a playable and enjoyable game was forged out of over two years of prior work.
In order to ship the game by year-end, the Bungie West staff worked massive overtime for several months straight. During this "crunch" period, the unexpected departure of the graphics programmer led to his replacement and a minor overhaul of the graphics code.<!-- Congratulations, you found a secret reference! For a citation on the graphics programmer leaving, see this auction of a copy of Oni by Stefan Sinclair: https://archive.is/njEe3. Stefan tells the story in the Description section. We know that he replaced the previous programmer by August because that's when Stefan started posting questions online about OpenGL ^_^ Anyway, it's a bit awkward to link to a page like this as an official citation so I am hiding it here for now. -Iritscen --> Technical and/or gameplay issues required all 14 levels to have their geometry significantly altered over the course of 7 months.<ref name=conquer /> According to Hardy LeBel, "It was as bad a crunch as there has ever been in the video games industry."<ref>See CryMor Gaming's documentary [https://youtu.be/jbrPu15jjPs?t=960 Bungie's Forgotten Franchise - Oni], 16 minute mark.</ref> It is only due to this final push that a playable and enjoyable game was forged out of over two years of prior work.


==Completion==
==Completion==