Once the decision was made to develop for the PC, the team quickly decided they wanted to make a game that would push the boundaries of PC gaming beyond anything seen up to that point. The naming of Kurt Hectic was inspired by two disparate sources. In the early stages of development, some of the team saw the 1993 Mike Leigh film, Naked, in which David Thewlis' character says to a junkie, "What is it like in your head? Hectic?" Bruty and Williams loved the line, and decided Hectic should be the character's surname. When trying to think of his first name, they wanted to name him after someone who lived a notoriously hectic life, and settled on Kurt Cobain. Gameplay development At the time, the shooter game market was dominated by first-person shooters, most of which worked off the template set by Doom and Quake. However, the developers were never interested in making a first-person shooter. Bruty was particularly passionate about this aspect of the game, arguing "I feel the player is more involved in the world when they can see their own character." Williams agrees; "We wanted the player to see all the cool actions the main character would be performing, so third-person was the natural choice and challenge we went for." From the earliest stages of level design, it was decided each level would begin with a free-fall minigame, before the level proper begins. Initially, the plan was for Kurt to travel through each level on a futuristic motorcycle, which would morph around him to protect him and would be integrated into his Coil Suit. However, this idea was ultimately scrapped in favor of a more straightforward 3D "run-and-gun" style gameplay. Another early concept which was scrapped was that sniper mode would only be available to the player during the boss fight at the end of each level. This was changed so the player could use sniper mode whenever they wished. An early concept which did make it into the final game was the notion of ridiculous weaponry. One of the first such weapons conceived was the "World's Smallest Nuclear Bomb," as the team wanted to come up with the most over-the-top way imaginable to open a door. Design Every level in the game was designed primarily by a different level designer, which is why every level looks and feels so different from all the rest. To