subject icons that didn't reveal what the main character was going to say. Though it was released only a year after the original game, Broken Sword II added more technical advances. The sequel included an Easter egg for the first time in Revolution's games, and a couple of years later Warriner revealed that the port of Broken Sword: The Shadow of the Templars to the Game Boy Advance would include – unlike the PC version - an Easter egg as well. The biggest change in the GBA version is the control interface that replaced the point-and-click method by direct control. The original games used a version of the Virtual Theatre engine, which was updated frequently. He continued to work on all the games that would be published in the next decade. As In Cold Blood (2000) was the first one of the 3D games that would follow, he had to write new functionality to the game engine, and he worked on story design as well. In the same year Gold and Glory: The Road to El Dorado was published, a game that was based on the animated film, The Road to El Dorado. In this period he also worked on Good Cop Bad Cop, an action adventure for which a new in-house engine was developed, but the game, intended for the PS2, wasn't released. After these games the Broken Sword series was continued in real-time 3D with Broken Sword: The Sleeping Dragon (2003). Unlike some other companies, they had deliberately waited to bring Broken Sword to 3D until they felt that they got the quality they wanted. And the move to 3D was fairly difficult, as many technical issues had to be dealt with that would never surface in a 2D game. Besides for AI programming, Warriner was credited for story, game and section design. For Broken Sword: The Sleeping Dragon he received together with Cecil, Steve Ince and Neil Richards a nomination for Excellence in Writing at the Game Developers Choice Awards 2004. In 2006 the fourth episode of the series, Broken Sword: The Angel of Death, was released, for which Warriner was credited for additional design. The game allowed the player to choose between point-and-click and direct control. In 2009 and 2010 he was credited for his work on Beneath a Steel Sky - Remastered, Broken Sword: Shadow of the Templars - The Director’s Cut, and Broken Sword: