few years and tying our storyline into that", but at the same time creating an entirely new enemy that the game would focus around - the Haaken. The Haaken came about from Perception's "desire to add something to the Stargate lore, to have some memorable impact on it" and were imagined by Perception as having been imprisoned thousands of years ago by the Ancients. According to lead artist Jason Morris the Haaken "needed to be scary, fast and intelligent looking". Character concept artist Alison Bond originally imagined the Haaken as a more reptilian-looking and beast like, however as it progressed they wanted the race to look more intelligent, so began adding in human features. The games title The Alliance was chosen in reference to Anubis' alliance with the Haaken. The game also introduced another race called the Extrenites, imagined as a "doe-like", passive race, who are destroyed by the Haaken. In order to make each of the playable characters unique, their abilities from the television series were drawn and often expanded upon. This included giving O'Neill a sniper rifle, Carter a Goa'uld ribbon device, Teal'c a melee attack and Jackson a "hand-of-light" ability. Jackson's abilities were altered a number of times based upon feedback from the shows writers, with his power originally setting enemies on fire, before being changed so that he could instead harness the power the Ancients and send enemies "to a different plain". Another objective which the Perception team were keen to meet was in capturing the humour of the television series and translate it into the game, both during missions and in cutscenes. Design The game was built using a "heavily modified and graphically enhanced" Unreal engine 2.5. The actors underwent a facial scanning process so that their likeness could be recreated in the game. The number of polygons was then altered dependent on the platform, with each character being between 2500 and 3500 polygons. The Perception team responsible for The Alliance was made up of between 50 and 60 people working out of Sydney, as well as around 12 external contractors. Work on the campaign missions was largely divided amongst 3 different teams, with each team working on a number of missions. Teams consisted of a team lead, three artists, a level designer and a coder. The game would not feature any of score from Stargate SG-1. Instead, the score was composed specifically for the