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[[Image:Early Konoko 1.jpg|thumb|250px|Early concept art by [[Alex Okita]]. Under Konoko's eyes are what we would now call "SLD markings", indicating her cyborg nature at the start of the game's development.]] | [[Image:Early Konoko 1.jpg|thumb|250px|Early concept art by [[Alex Okita]]. Under Konoko's eyes are what we would now call "SLD markings", indicating her cyborg nature at the start of the game's development.]] | ||
Work on Oni began in 1997 when Bungie decided to found a second studio, Bungie West, with the initial employees being Brent Pease and Michael Evans. The concept for Bungie West's first project was devised by Pease, whose primary influence was the animé film ''[[Ghost in the Shell]]''.<!-- | Work on Oni began in 1997 when Bungie decided to found a second studio, Bungie West, with the initial employees being Brent Pease and Michael Evans. The concept for Bungie West's first project was devised by Pease, whose primary influence was the animé film ''[[Ghost in the Shell]]''.<!-- | ||
--><ref> | --><ref>[http://web.archive.org/web/20010302193919/http://www.insidemacgames.com/previews/99/oni/oni2.shtml Inside Mac Games, "Sneak Preview: Oni", 1999].</ref><!-- | ||
--> Pease and Evans had been programmers at Apple working on game-related technology, | --> It took one year of conversation with Alex Seropian before the project was greenlit.<ref name="OBO Brent interview"/> Pease and Evans had been programmers at Apple working on game-related technology, so their first step was to begin programming Oni's engine while gradually hiring employees to produce concept art and game content. "Oni" was meant to be a development code name that referenced the game's inspiration – Pease considered "oni"'s meaning to be "ghost".<ref name="OBO Brent interview"/><!-- | ||
--><ref> | --><ref>However Hardy LeBel, the writer of the story, indicated [http://carnage.bungie.org/oniforum/oni.forum.pl?read=19851 here] and [http://carnage.bungie.org/oniforum/oni.forum.pl?read=18292 here] that he understood "oni" to mean "demon" and had written the final story with that in mind. The final story incorporates many elements of the mythical oni, as explored in {{SectionLink|Oni (myth)|Connections to the game}}.</ref><!-- | ||
--><ref>At one time during development, the name "Mnemonic Shadow" was considered according to the [https://marathon.bungie.org/story/newjan-feb01.html Marathon Story Page].</ref><!-- | --><ref>At one time during development, the name "Mnemonic Shadow" was considered according to the [https://marathon.bungie.org/story/newjan-feb01.html Marathon Story Page].</ref><!-- | ||
--> The characters [[Konoko]] and [[Griffin|Commander Griffin]] of the Technology Crimes Task Force are analogous to [[wp:Motoko Kusanagi|Motoko Kusanagi]] and [[wp:List of Ghost in the Shell characters#Chief Daisuke Aramaki|Chief Aramaki]] of Section 9 in ''Ghost in the Shell''. Early development presented Konoko as a [[wp:Cyborg|cyborg]], furthering her resemblance to Motoko. | --> The characters [[Konoko]] and [[Griffin|Commander Griffin]] of the Technology Crimes Task Force are analogous to [[wp:Motoko Kusanagi|Motoko Kusanagi]] and [[wp:List of Ghost in the Shell characters#Chief Daisuke Aramaki|Chief Aramaki]] of Section 9 in ''Ghost in the Shell''. Early development presented Konoko as a [[wp:Cyborg|cyborg]], furthering her resemblance to Motoko. | ||
Oni's concept artist [[Alex Okita]] cited ''[[Bubblegum Crisis]]'', ''Akira'' and ''[[Trigun]]'' as influences in addition to ''Ghost in the Shell''.<!-- | |||
--><ref>[https://web.archive.org/web/20170705124855/http://www.glixel.com/interviews/oni-bungies-classic-inspired-by-ghost-in-the-shell-w474297 Glixel, "Flashback: 'Oni', Bungie's Cult Classic Inspired by 'Ghost in the Shell'", Mar. 30, 2017].</ref><!-- | --><ref>[https://web.archive.org/web/20170705124855/http://www.glixel.com/interviews/oni-bungies-classic-inspired-by-ghost-in-the-shell-w474297 Glixel, "Flashback: 'Oni', Bungie's Cult Classic Inspired by 'Ghost in the Shell'", Mar. 30, 2017].</ref><!-- | ||
--><ref>[http://oni.bungie.org/special/part1/alex.html Bungie.org, "Interview with Alex Okita", 1999].</ref><!-- | |||
--> He particularly cited Kenichi Sonoda, character designer of ''Bubblegum Crisis'', as an influence on his work.<!-- | --> He particularly cited Kenichi Sonoda, character designer of ''Bubblegum Crisis'', as an influence on his work.<!-- | ||
--><ref>[http://web.archive.org/web/20010118230100/http://www.onicore.com/interviews/alexokita.html OniCore, Interview with Alex Okita, 1999].</ref><!-- | --><ref>[http://web.archive.org/web/20010118230100/http://www.onicore.com/interviews/alexokita.html OniCore, Interview with Alex Okita, 1999].</ref><!-- | ||
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In order to ship the game by year-end, the Bungie West staff worked massive overtime for several months straight.<!-- | In order to ship the game by year-end, the Bungie West staff worked massive overtime for several months straight.<!-- | ||
--><ref>Michael Evans said "Most of us were working 14 hours a day 7 days a week" in [https://web.archive.org/web/20010128191200/http://hypothermia.gamershardware.com/interviews/interview_oni.html this interview].</ref><!-- | --><ref>Michael Evans said, "Most of us were working 14 hours a day 7 days a week" in [https://web.archive.org/web/20010128191200/http://hypothermia.gamershardware.com/interviews/interview_oni.html this interview].</ref><!-- | ||
--> During this "crunch" period, the unexpected departure of the graphics programmer led to his replacement and a minor overhaul of the graphics code.<!-- | --> During this "crunch" period, the unexpected departure of the graphics programmer led to his replacement and a minor overhaul of the graphics code.<!-- | ||
--><ref>[https://archive.is/njEe3#:~:text=Fun%20fact eBay, "Bungie Oni for Macintosh - Autographed", May 17, 2021]. Stefan tells the story in the Description section of the page.<!--By the way, we know that he replaced the previous programmer by August because that's when Stefan started asking questions on a 3D graphics forum about OpenGL ^_^ --></ref><!-- | --><ref>[https://archive.is/njEe3#:~:text=Fun%20fact eBay, "Bungie Oni for Macintosh - Autographed", May 17, 2021]. Stefan tells the story in the Description section of the page.<!--By the way, we know that he replaced the previous programmer by August because that's when Stefan started asking questions on a 3D graphics forum about OpenGL ^_^ --></ref><!-- | ||
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ARTICLE--> for character modeling and animation,<!-- | ARTICLE--> for character modeling and animation,<!-- | ||
--><ref>[http://carnage.bungie.org/oniforum/oni.forum.pl?read=2805 Oni Central Forum, "Re: Professional Tools (doh)"].</ref><!-- | --><ref>[http://carnage.bungie.org/oniforum/oni.forum.pl?read=2805 Oni Central Forum, "Re: Professional Tools (doh)"].</ref><!-- | ||
--><ref name="OBO Brent interview">[http://oni.bungie.org/special/part1/brent.html | --><ref name="OBO Brent interview">[http://oni.bungie.org/special/part1/brent.html Bungie.org, "Interview with Brent Pease", 1999].</ref><!-- | ||
ARTICLE--> AutoCAD ($3,750)<!-- | ARTICLE--> AutoCAD ($3,750)<!-- | ||
--><ref>[https://2d3danima.com/autocad-history 2D, 3D & Animation, "AutoCAD History", Jan. 4, 2020], [https://www.shapr3d.com/history-of-cad/autodesk-and-autocad History of CAD, "Autodesk and AutoCAD"], Mar. 27, 2023].</ref><!-- | --><ref>[https://2d3danima.com/autocad-history 2D, 3D & Animation, "AutoCAD History", Jan. 4, 2020], [https://www.shapr3d.com/history-of-cad/autodesk-and-autocad History of CAD, "Autodesk and AutoCAD"], Mar. 27, 2023].</ref><!-- |