After a few months working in R&D for next gen platforms, I moved onto this project. I was to take complete responsibility for all real-time special effects. At last a task that made use of a much broader range of my skills. That’s every sparkle, explosion, cloud, rocket trail and puff of smoke, from conception and artwork through to implementation. If its not already obvious, I really enjoyed this project. Sadly the game as a whole was littered with ill conceived design decisions, marred by under developed handling and crippled by poor track layouts. As a result, the press mauled it. though nothing bad was said about the effects, which is at least a little positive.