ensure Kurt and the enemies in the game moved as realistically as possible, their movements were created using motion capture, a relatively new technology in video game development at the time. Unlike previous motion capture games, however, the motion scripts for individual limbs were split up, allowing the developers to mix and match them and thus build a greater variety of animations. In terms of designing the character of Kurt, the most important aspect was ensuring a smooth transition from the third-person mode to the sniper mode. This was when the developers decided to make Kurt's sniper rifle the same gun as his machine gun; rather than having to stop and extract a new weapon when switching modes, Kurt simply attached the gun to his helmet. This also made sense within the milieu of the game as it made Kurt's Coil Suit a completely self-contained one-gun offensive/defensive ensemble. In designing the suit, Bruty stated "At the time most of the other action games out there were very clunky and hardcore-looking. I wanted something with more flair and elegance. I remember looking at a lot of old Spanish armour for the decoration and flourish." A 3D model of Kurt was used for the atmospheric entry sequences while pre-rendered sprites were used in the majority of the gameplay for performance purposes. Zeschuk cited Chow Yun-fat, Snoopy and Gromit as inspirations for the character of Max, and described the Doctor as "an archetypal kooky inventor" and Kurt as "the straight man - he's the normal guy in a weird world". When designing the enemies, each enemy type was sketched on paper, before being built as a 3D wire-frame model, which would then be placed into the gaming environment. Once the model was in the game it was "generated using texture-mapped polygons and then animated using the information gathered from the motion capture system." For the larger enemies, the polygon structure was so detailed as to allow players to shoot individual body parts, such as legs, arms, and in some cases, even shoot out the eyes of particular enemies. Technology Because the game was attempting things never before seen in a PC game, the team decided to write their own programming language. However, rather than simply having the programmers write the language, the designers and artists also worked on it, allowing a more collaboratively creative atmosphere than is usual, and facilitating the language to