Septerra Core: Legacy of the Game Part 03: Stuck in a Loop

Septerra Core: Legacy of the Creator marked its 20th anniversary since publication late in 2019. What follows is a deep dive retrospective on the making of this cult classic RPG!

(BTW – In case you missed them, here’s Part 01 or Part 02)


In 1996 Septerra Core was a fledgling project at the Chicago offices of Viacom New Media (VNM). We had begged and borrowed time and resources from other teams to sell the project to the suits. Now, pre-production was ready to start in earnest. But while the team was raring to begin full development, we soon found a seemingly unending array of hurdles springing up underfoot.

The Team Grows

The core team (No pun intended) in ’96 would grow to (from left to right) Cathi Court (Producer), Roger D (Tools Programming), Brian Babendererde (Game Design), Kathy Tootelian (front, Lead Artist), Alisa Kober (back, Art Production), Mark Manyen (PS01 Engine Lead), and Tom J (Windows 95 Engine Lead, not pictured).

Up to this point, the team had consisted of myself, lead artist Kathy Tootelian, and producer Cathi Court. It was time to grow.

VNM had already been looking to hire artists for several projects and I found myself invited to check out reels and resumes along with the lead artists from multiple teams.

So. Many. Bland. Reels.

But, there was one that stood out. While most contained fairly typical stuff, this one was chock full of 3D models based on anime characters. Priss from Bubblegum Crisis busting out of her hardshell is the one that I distinctly remember. No one else in the room that day had any idea who that was—but I knew this artist would have a passion for the same things I did.

That artist was Kye, a young man with a background in architecture, but no game development experience.

“During the (job) interview BMAN showed me a couple of his character concept illustrations,” Kye recalls. “…I was sold and begged for the job.”

In fact, Kye took it upon himself to model a version of Lobo from my concept drawing in his spare time. He clearly understood what we were building and we hired him soon after.


Select any image enlarge, and select again to learn more.


One of Kye’s early and important contributions was taking over on concept drawings—designing enemies, creatures, ships, mecha, weapons, and non-player characters (NPCs).  Kye once told me that we basically paid him to work on his drawing skills for something like six months, because for quite a while that was his main job. Later artists would add their own equally incredible designs, and I even found the time to contribute one or two battleship designs (mostly because I still longed to contribute more concepts of my own), but by and large the lion’s share of the initial concept sketches for Septerra Core were drafted by Kye. While I had set the tone for the games’s visuals with the main character designs, it was Kye who would ultimately define much of the style in those early days.


Another developer that came on early was Mary K Omelina, an artist from an outside studio that had helped out on animation work for Beavis and Butt-head in Virtual Stupidity. She joined VNM and worked with us to develop possible looks for the final game animation. She soon got a crash course in anime, as I brought in my personal collection to show as examples of the style were going for. It was all quite different than the world of American animation she was used to…

I finally understood many years later what anime running was” – Mary K.  


Kurt Mitchell was another artist that pitched in early to help visualize the world. Kurt passed away just a few weeks ago (July 2020), so I wanted to give a special call out in his memory.

Kurt and I used to hang out at Viacom New Media and talk about fantasy art and illustration. As an older artist, Kurt had been around the block, and I learned a lot from him. When he found out I was working on a “unique fantasy world,” he kinda scoffed, assuming that this creation would just be more of the same medieval swords and elves! Old Kurt the curmudgeon gave me examples of truly unique worlds, going through a rundown of Philip Jose Farmer’s excellent Riverworld series as well as Niven’s Ringworld. I then began to tell him how Setperra worked, from Shell 01 down to the Core, the spine, the conjunction, and how all the cultures interacted. Surprised, he absolutely lit up!

Kurt got excited and wanted to help visualize this world, which we absolutely needed help with—Septerra was unique, and we needed to figure out how its skies would look. This image was one of his early attempts.

Early visualization of what a Septerra vista might look like—background element by the late, great Kurt Mitchell. Kurt would go on to do some of our side-view, cinematic backgrounds as well as contributing early elements to our isometric levels.

I liked it so much that it made it all the way to the final box art for the North American release!

Kurt was excited to talk about the making of the game before he passed. When I asked for any stories from the old VNM days, this is what he had to say:

“The time we had a power outage in the (VNM) building and it was pitch black. I led some people out of the building using the glowing eyes of my 16 inch Batman action figure.” — Kurt Mitchell

We’ll miss you, Kurt!


A few more full-time 3D modelers came on to build characters and environments, while a couple programmers joined us to begin building the technical foundation for the game engines.

Wait, BMAN, did you say, engines, as in, plural? Yep, believe it or not, Septerra Core was originally slated for development on two platforms: the PC and the Playstation 1. Tom J was working on the game engine for the PC version while Mark Manyen was working on the PS1. Roger D was another programmer hired to develop the many tools we would need to layout environments, script logic, and orchestrate scenes and dialogue. 

“The first time in BMAN’s office completely blew my mind. For the first time, I was not the biggest geek in the room.” – Mark Manyen on the absurd amount of toys I had in my office.

Brainstorming with the newly assembled team of art and programming became a daily occurrence. We gathered around the conference table in the Septerra Suite, where I would lead everyone through the concepts that were bubbling up from my admittedly warped little brain. Everyone was invited to contribute ideas to the world, story, or gameplay, and every day Septerra came more and more into focus as we developed cultures and started illustrating the look of each world shell. Concepts were tossed around, tossed out, or replaced. The back and forth flow of ideas and the team’s feedback helped me shape the world and the story into a more concrete outline as I moved towards writing a first outline of the script.

Newspaper clipping from later in the year, when the Chicago Tribune did a story on Viacom New Media (later re-named Rabid Entertainment, but we’ll get to that next time…) This was the Septerra suite conference room, and a growing wall of character, creature, and location designs were tacked up on every available space. The characters are pinned up behind us, but the location designs would have been on the opposite wall.)

Resolution Revolution

While previous games had been rendered at a screen resolution of 320×240 pixels, Septerra Core was aiming for the monstrously huge (at the time anyway) resolution of 640×480. It can be difficult to impress the importance of this sea change in resolution onto a modern reader—640×480 was double the resolution, which meant four times the number of pixels on screen and four times the memory required. Everyone was excited to move into this new world, as more pixels equaled higher fidelity graphics, more detail, and less of the “blocky” look of the previous generation of games.

Unfortunately, the world of sprite animation was not quite ready for this brave new world. All the well-made tools available to us at the time had been created with the previous generation of graphics in mind, geared at creating sprites at 320×240, with artists often placing one pixel at a time to create each frame (something we called “pixel pushing.”) But with the resolution doubled, those sprite tools and techniques were suddenly no longer very feasible.

No Big Heads Here

Our first alternative was doing the characters in real-time 3D, overlaid onto 2D backgrounds. This is the approach that Final Fantasy 7 would eventually take a few years later, but we abandoned it fairly quickly. One thing I wanted to avoid in SepterraCore was the JRPG phenomenon known as “Super Deformed” characters.  You’ve seen it before, the “big head/small body” look that many Japanese games use when representing their characters. It was a useful tool in lower-resolution games—if an entire party of characters and enemies had to be on screen at once then the sprites needed to be small, so making them exaggerated and cartoony made them easier to render and identify. But I desperately wanted to avoid this “cute” look, aiming instead for something dramatic— not necessarily “realistic” so much as “Western graphic novel meets Eastern anime.” Because of this, our early 3D tests were not promising, with characters that had to be reduced down to simple polygons and textures, losing much of their charm and that “cool factor.”


The early, “dirt-cheap” 3D tests. Select any image enlarge, and select again to learn more.


Research and Development

Another alternative was to create traditional 2D animation. Digital ink and paint was something that was just starting to appear in film and TV animation—instead of painting images onto celluloid to create each frame of animation, programs like Toon Boom were now allowing the process to be done on a computer as digital ink and paint. Rather than create the characters laboriously one pixel at a time, we could create them as hi-res, traditional animation, which could then be used as game sprites and for cinematic story sequences.

Mark K had a background in traditional animation, so she did some test poses of both Maya and Corgan.


Select each image to see the never before seen traditional animation test drawings! Select again to learn more about each one.


While that might work for flesh and blood characters, hand drawing the robots and sophisticated hardware like ships and mecha was going to be more problematic. But what if we combined the two? 

We did a test of Grubb riding on Runner’s back. Grubb was animated in Toon Boom while runner was rendered in 3D. It was an exciting test to be sure, but it became apparent that using this approach was going to be problematic in a couple ways.


Select each image to see the never before seen traditional 2D animation sprite tests! Select again to learn more!


First, we would have to animate the human characters several times over to cover all the different isometric viewpoints required for the game—talk about labor intensive! Second, we recognized that we wouldn’t have the manpower, experience, or budget to create fully fledged “anime quality” cinematic scenes for our story sequences. After all, most of our in-house animators were more versed in sprites and 3D than traditional cell animation.

But, the art director for VNM really pushed us to use Toon Boom and 2D drawings. When it came to the cinematic scenes he actually agreed they would be cost prohibitive to draw and animate by hand, but argued that we should instead simply cut these story sequences from the game—problem solved! I fought to keep them. I knew we were going to need cinematics to help sell the uniqueness of our world, to periodically take the player out of the three-quarter isometric view of the game, at least for the big, earth shattering battles and events. Otherwise, we’d just end up having characters pointing off screen and yelling, “Oh my God! Look over there, just off screen, that earth-shattering battle in the skies! How exciting! If only the player could see it!”

So, to hedge our bets, we also did tests building the human characters in 3D, even though we weren’t entirely sure that 3D software in the mid 90’s was going to be up to the task.  We wanted our characters to be organic and avoid any sort of unnatural “polygonal” look. Happily, our test models proved this route was feasible. They were highly complex, built with curves instead of polys. There was no 3D game engine that could render them in real time, but we didn’t need that.  Instead, the idea was to build the characters as detailed as we could, then pre-render them out in any view needed as 2D sprites. This meant we could create each model once, then use them for in-game sprites, dialogue portraits,  and even cinematics.

Building the characters in 3D was the approach that eventually won out, and we began to create our characters and figure out the style of the models and renders.


Before Kye modeled the main characters, he did “turn-around” drawings to help define the proportions and better understand the costumes. Select any of these never before seen images to enlarge, and select again to learn more.


The characters were then modeled in 3D using complex (for the time) curves. Select any of these early character and enemy renders to enlarge, and select again to learn more.


Toon Boom Goes Boom

Even though we now had a way to make the characters, we would need a new tool to sequence the raw renders into the sprite animation sequences that could be used in a game engine. While much of the American gaming industry was using software like Deluxe Paint, we had long been spoiled by Japanese and in-house tools that had been built to put more power over frame sequencing and game play interaction into the hands of artists. Unfortunately, those tools had been built for the previous generation of lower resolution games and would need to be overhauled, and that was going to take time and money.

Once again, the art director suggested using Toon Boom. (Did he own stock in the company?) But, his point was valid: Toon Boom already sequenced animation—what if we could work with their engineers to modify it into something that could spit out animation the way a game needed it, complete with data such as collision boxes and center points (the information that tells the game engine how a character interacts with the world and other characters or effects), as well as complex timeline editing tools that allow artists to sequence and combine frames in ways wholly unique to games.  We spent several months working with Toon Boom’s developers, even sending Mary K off to their offices in Montreal.

For a while this seemed like it would bear fruit. However, after several rounds of back and forth, it suddenly fell apart. I distinctly remember walking away from a conference call with Toon Boom where it had become clear that, though they thought they were working towards what we needed, and doing so in good faith, they just weren’t understanding the unique needs of game animation.

It was a disaster for us, as we were set back to square one: we would definitely need to build an in-house tool as a solution, a tool we could have spent the previous months getting started on.

(Note that In the long run, Toon Boom would eventually go on to build robust gaming tools, though I don’t think that happened until the mid 2010’s…)


Some of the early sprite tests and guides. Select any image enlarge, and select again to learn more about how sprite characters work.


Let’s Light this Candle Already!

Our small team had grown, but we wanted that team to get much bigger. Like, being green-lit bigger. VNM did allow us to ramp up, adding a few more artists to the team, including Dave P, Terry S, Matt L, and Mike C. We also “stole” a few people from the testing department. Testers Robb S, Gus Peterson, and Dave C started working in the suite with us, three enthusiastic guys looking to work their way into the development side of VNM. They quickly learned the tools we were building, taking content from the artists and getting it into our early game engines while adding their own creativity to the mix. 

The team from later in ’96. From left: (standing) Gus Peterson, Matt L, Joe H, Kathy Tootelian, Roger D, Robb S, Mike C, Dave P, Terry S, Kye, Kurt Mitchell. (Sitting row) Cathi Court, Mark Manyen, Mary K Omelina, Alisa Kober, Brian Babendererde, Dave C.
More team shenanigans. Clockwise from top: Matt (hiding), Robb S, Cathi Court, Mark Manyen, Roger D, Mary K Omelina, Alisa Kober, Gus Peterson, Terry S, Kurt Mitchell, Kye, Dave P, Kathy Tootelian, Mike C, Dave C (and Brian Babendererde crowd-surfing).

But the suits wouldn’t actually green light the game. Instead, they just kept checking in with our progress and then funding more pre-production development.

We happily did this for a while, exploring and fleshing our concepts out, honing our story, our characters, and the look of the game.  The Septerra Suite became riddled with storyboards, as concept drawings for each world shell went up on the wall—the top shell of the Chosen in its own row at the top, the row below that for the Junkers of shell 2, etc—all the way down to the “core at the floor.”

“I had just started on a project at Viacom New Media and the teams were spread out in individual little fort studios that had glass fronts. Every day I’d walk by the  studio that had the concept pics of Septerra Core taped to the glass and I would let anyone that would listen know I wanted to get on that team. It was an artist’s dream to work on it. – Dave P.


A sample of some of the original concept sheets that would have been hung on the walls. These are all from the pencil of Kye, and many have never been seen before! Select any image to enlarge, and select again to learn more.


As brainstorming petered off I worked to finish the game design document and dove into writing the script. Waiting for the green light from VNM was extra time I did not waste: I was able to do extra research into real-world history and mythology, pump up the themes of the story, and polish the dialogue as I worked towards a final draft.  

Meanwhile, we were modeling our characters while hammering out how to build our level environments. Our older games (such as Super Nintendo side scrollers) had used repeating 8×8 pixel “stamps” or “tiles” to create their environments. While that was industry standard and feasible for Septerra Core, it wasn’t desirable. Certainly there were plenty of games out there that used this method, but they looked flat, and usually felt less than organic than what we wanted.

Again, our old tools reared their blocky 320×240 heads—our old background layout tools just weren’t going to cut it. We explored using Photoshop to put our levels together in layers, but Photoshop in 1996 was pretty basic, and, like Toon Boom, it certainly wasn’t built to manage restrictive palettes and reusable game assets. We struggled to find a way to use it as a solution.

Then a talented young artist named Chip saw what we were trying to do and wanted to help.

“(I) Wasn’t sure of the concept of reusing tiles, (we were) having a difficult time,” lead artist Kathy remembers.  “Then Chip , who wasn’t officially on the project, produced an incredibly beautiful rendering of one of the levels. I was dazzled, elated, relieved.  I knew then that we’d be okay.”

Chip’s environment concept would go on to define the style and feel of much of Septerra Core‘s environments (here seen as part of an early demo from a bit later, in ’97). When the game finally launched in ’99 I was delighted by a conversation with a developer from another isometric style game, Jagged Alliance 2. While his game’s art was great too, he was flabbergasted by our environments, remarking that both of our games were isometric, yet somehow Septerra Core sure didn’t look it!

Chip had given us a goal to shoot for, and much like with our animation tools, we didn’t want to settle on what other development houses were doing with off-the-shelf software. We wanted to push the limits of the isometric view, so we set out to create a new, robust tool. Rather than rigid stamps, our environments would be built with thousands of unique, organic objects laid out in dozens of vertical layers, with complex interactive data added to create isometric worlds that would feel more organic, natural, and lived in than the games of the previous generation.  

“The level layout with being able to go below or behind the scenery was quite advanced for the time.” Mark Manyen remembers. “Much of the code ran on the PSX (now called The PSOne or somesuch), now that was cool.”


A sample of some of the original background tests put together as we created our first internal demo, and later the game. Select any image to enlarge, and select again to learn more.


Running in Place

I think we actually spent about a year in this loop—designing the game, building our platforms, innovating technology, and going back to the suits for a greenlight, eager to start actual development with a full budget and expanded team.

But, invariably, they would only say, “We love what you’re doing—just keep going for now.”

In hindsight , a year of pre-production, while unprecedented in the stone-age past of 1996, was a massive blessing. Previous games that I had worked on had been completed in as little as 9-12 months, from concept to final gold master. That never really left much time to plan at the beginning or polish at the end. But with Septerra Core we had time to really get a clear understanding of what we were building, trim fat, focus on core gameplay, revise our scope, and iron out technical issues. This gave us a solid plan—we knew when development finally began in earnest we weren’t going to be flying by the seat of our pants.

Still, we didn’t understand why the company wasn’t giving us the go ahead. They must have liked what they were seeing or they wouldn’t have continued to fund the game. In fact, there was a push at VNM to explore merchandising for SepterraCore—they even started talking about publishing a novelization of the story. Several writers within the company auditioned for the job. Dave Martina from the IT department had a writing background and decided to throw his hat in the ring. Rather than give us unrelated writing samples, he actually borrowed some of my script and used it to write a sample chapter of a Septerra Core novel (and I liked one of the lines he gave to Doskias so much that it wound up in the game!)

Do you want to read it? Of course you do! Click below to download in PDF format.



But in the end there was only so much pre-prep we could do—sooner or later we needed to jump into full-fledged development. Certainly the company hadn’t spent so much cash on a game they weren’t going to greenlight, right?

And while we were treadmilling along, games like Diablo and Final Fantasy 7 were being announced, games which were definitely going to fill that “RPG Desert” the marketing department had wanted Septerra Core to fill. If we wanted to get to market first we needed to get into full development, and do it fast!

But we soon learned why the suits were hemming and hawing about giving us the full go-ahead:

Viacom New Media only had a few more months of life left, and then we’d all be out of a job.

NEXT : (SPOILER ALERT) Everyone gets fired and the game dies (but not for long).

Twilight Tangents
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