longer commercially viable. A version for the Amiga CD32 was also in development but never released. An Atari Jaguar CD version was also announced in July 1994, with internal documents from Virgin Interactive Entertainment stating that Amazing Studio showed interest in starting development on the conversion, but work on the port never moved forward beyond proposition. A version for the Panasonic M2 was also in the works. In 1996 Sega signed a deal for the console version to be a Sega Saturn exclusive, with the PC version to be held off until after the Saturn version was released. A release date of October 1996 was announced with the Saturn version, but as this date approached the publisher announced that the game would not be ready until late 1997. Sega Saturn Magazine commented at the time that "this is quickly becoming a joke of a situation. The game looked absolutely amazing when it was first sighted at an ECTS trade show a year or three ago, but unless it has radically changed from its sighting at E3 [in May 1996], it's going to be out-dated and out-quaffed by its contemporary software." With further delays, the Saturn was also no longer a commercially viable platform by the time Heart of Darkness was finished. In a 2015 interview with Eurogamer, Éric Chahi said Heart of Darkness was one of his most difficult projects due to the transitions "from working alone to working with a team in the context where the industry was really changing with the CD-Rom coming, the PC and with 3D arriving." Virgin Interactive dropped funding for the project in December 1996, but the team chose to persevere with making the game. Frederic Savoir explained that "we couldn't throw away four years of our life. We didn't care what it took." After nine months of work without funding, the game was demoed at the September 1997 European Computer Trade Show, leading Interplay to adopt it. The game's cutscenes were rendered using 3D Studio (later known as 3DS Max). According to Chahi, the team did consider using Silicon Graphics workstations, but found that the improvement over 3D Studio was not enough to justify the expense of the workstations or having to restart the work on the cutscenes. Chahi and Chris Delaporte created the game's textures themselves rather than using the 3D Studio texture library. The characters were sketched in different poses, then