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Chrono Resurrection: Difference between revisions

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The second version of the project, tentatively called Chrono Trigger: Brink of Time then Chrono Resurrection, started development in April 2003. Lazur has given several reasons to explain his willingness to restart the project, including his experience coding for the [[wikipedia:Dreamcast|Dreamcast]] Visual Memory Unit, programming for game developer DC Studios, and playing [[Chrono Cross]]. Unlike CT64, the second version would be a short demo developed in a cross-platform engine with a single 3D playing mode. The Windows version was planned for a free Internet release, while Nintendo GameCube and Xbox ports would be reserved for official developers with access to development kits of either of the two consoles.
The second version of the project, tentatively called Chrono Trigger: Brink of Time then Chrono Resurrection, started development in April 2003. Lazur has given several reasons to explain his willingness to restart the project, including his experience coding for the [[wikipedia:Dreamcast|Dreamcast]] Visual Memory Unit, programming for game developer DC Studios, and playing [[Chrono Cross]]. Unlike CT64, the second version would be a short demo developed in a cross-platform engine with a single 3D playing mode. The Windows version was planned for a free Internet release, while Nintendo GameCube and Xbox ports would be reserved for official developers with access to development kits of either of the two consoles.


The new development team was mostly recruited on the game developers website Gamasutra and worked in a small studio in Lazur's apartment, in Montreal, Canada. The team included up to nine members, most of which had about two-and-a-half years of experiences in the industry. Lazur has admitted that he began to seriously focus on the quality of the demo only after art director Luis Martin joined the project. Other professional designers in the team included Moise Breton, a 3D artist who had worked on character models for the commercially successful movie [[wikipedia:The Matrix Reloaded|The Matrix Reloaded]], and Michel Cadieux, an animator who had worked for game company [[wikipedia:Microïds|Microïds]]. Difficulties were encountered in the game engine development as Lazur was the unique programmer and worked from scratch.
The new development team was formed by Lazur and Luis Martins in a small studio in Lazur's apartment, in Montreal, Canada. The team included up to nine members, most of which had about a few years of experiences in the industry. Lazur has admitted that he began to seriously focus on the quality of the demo only after Art Director Luis Martins joined the project. Other professional designers in the team included Moise Breton, a 3D artist who had worked on character models for the commercially successful movie [[wikipedia:The Matrix Reloaded|The Matrix Reloaded]], and Michel Cadieux, an animator who had worked for game company [[wikipedia:Microïds|Microïds]]. Difficulties were encountered in the game engine development as Lazur was the unique programmer and worked from scratch.


The score for the demo was composed by Mathew Valente, who had been with the project since its Nintendo 64 version. The score was to consist in arrangements of the official [[Chrono Trigger Original Sound Version|Chrono Trigger soundtrack]] written by [[Yasunori Mitsuda]], [[Nobuo Uematsu]], and [[Noriko Matsueda]]. Most of Valente's arrangements were created in the [[wikipedia:Impulse Tracker|Impulse Tracker]] format, then converted to MIDI and enhanced with a number of tools.
The score for the demo was composed by Mathew Valente, who had been with the project since its Nintendo 64 version. The score was to consist in arrangements of the official [[Chrono Trigger Original Sound Version|Chrono Trigger soundtrack]] written by [[Yasunori Mitsuda]], [[Nobuo Uematsu]], and [[Noriko Matsueda]]. Most of Valente's arrangements were created in the [[wikipedia:Impulse Tracker|Impulse Tracker]] format, then converted to MIDI and enhanced with a number of tools.
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