US$1.8 million; the amount was intentionally kept low to make the project manageable for Nihilistic and reduce the risk to Activision, which was relatively inexperienced with RPGs at the time. Nihilistic's management was committed to the entire team working in a one-room environment with no walls, doors, or offices, believing this would force the individual groups to communicate and allow each department to respond to queries immediately, saving hours or days of development time. Redemptions story was developed with input from Wolf; it was co-written by Daniel Greenberg, a writer for the source pen-and-paper RPG. The small size of the team led to Nihilistic relying on eight external contractors to provide elements the team could not supply. Nick Peck was chosen to provide sounds effects, ambient loops, and additional voice recordings based on his previous work on Grim Fandango (1998). Kevin Manthei provided the musical score for the game's 12th century sections, while a duo called Youth Engine provided the modern-day sections' score. Some artwork was outsourced; Peter Chan (Day of the Tentacle (1993) and Grim Fandango) developed concept art to establish the look of the game's environments, and Patrick Lambert developed character concepts and full-color drawings for the modelers and animators to use. Huebner considered the most important external relationship was with a small start-up company called Oholoko, which produced cinematic movies for the game's story elements and endings. Nihilistic met with various computer animation firms but their prices were too expensive for the project budget. Redemption was officially released to manufacturing on May 30, 2000. The game features 300,000 lines of code, with a further 66,000 lines of Java for scripts. In January 2000, it was announced that Nihilistic was seeking a studio to port Redemption to the Sega Dreamcast video game console, however this version was never released. In February 2001, after the release of the PC version, it was announced that MacSoft was developing a MacOS version of the game. Technology Nihilistic initially looked at existing game engines such as the Quake engine and Unreal Engine, but decided those engines, which were primarily designed for first-person shooters, would not be sufficient for its point-and-click driven RPG and decided to create its own engine for development of Redemption. This was the NOD engine, which the developers could customize for the game's 3D perspective and role-playing mechanics. The team also considered that developing its own engine would allow