other game that holiday season, Broderbund launched a $10 million marketing campaign and developed a retail marketing partnership with Toshiba America. Anticipation for the game was high even among non-gamers, helped by web-based word of mouth and well-placed media coverage. Graphics As in Myst, the topography of the islands was originally created as grayscale images, where brightness corresponded to elevation. In Softimage, these maps were turned into the terrain models seen in the game. The large island objects were broken apart to facilitate efficient rendering, which required them to be created using polygonal geometry. All other objects were modeled using B-splines and NURBS. Many of the textures were accumulated during a three-day trip to Santa Fe, New Mexico. The artists took hundreds of photos of wood, adobe, sand, stucco and other materials, which were treated in Photoshop before being mapped onto the 3D geometry. Whereas many computer-generated environments of the time ended up looking smooth, like plastic, the Millers and Vander Wende developed a more gritty and weathered design, with corroded and aged elements, to imply reality. The artists considered how objects would look and function if they were real, where and how they would be worn, and created corresponding details. While bump maps were occasionally used to simulate geometry, even small details such as screws were often individually modeled. Rendering was executed in Mental Ray, using numerous custom-made shaders to produce lifelike lighting, water and landscapes. Wireframes also served as a guide to model the backgrounds. In total Riven has over three hours of video and almost five thousand images; rendering was a major bottleneck in production despite the use of 18 dedicated workstations. Some scenes consisted of tens of thousands of individual models and textures and more than a hundred virtual light sources. Loading a single island model could take two hours. Runtime animation effects were created by Mark DeForest, to add flying insects and simple water ripples. Riven combined the pre-rendered backgrounds with live action footage, in order to increase the player's immersion level. Riven was the first game in which any of its designers had directed live actors, and Vander Wende was apprehensive about their use. Rand Miller had to reprise his role of Atrus from Myst, even though he hated acting. All the actors were filmed with a blue screen as a backdrop, which was removed in post-production by chroma key, so that the actors