No Return
No Return was more of an organizational challenge than any, since it required us to only use existing assets to fill out the feature. As the budget for this remaster was limited, we decided to support this feature with no new recording sessions - meaning that we had to support 8 new player characters with the same assets they had in the original game.
My role on this feature was to handle the implementation of the efforts for the new player characters, where I was fortunate enough to get the support of the person who originally edited those efforts. Together, we were able to figure out where to reuse the original assets and edit new assets when none of the original ones seemed to work.
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