the means in regards to marketing the technology. Bertrand contacted Sega of Japan about his then-newly developed technology, recorded a videotape showcasing it and sent it to the company. Interested in his technology after seeing the video, Sega suggested Bertrand to work for the company and they proceeded to arrange an interview with him in Japan, which resulted in his hiring and joining AM2 as one of the first foreign members within the division, along with modeler and animator Jeff Buchanan. Under the helm of Yu Suzuki, he and Buchanan formed part of the original Virtua Fighter development team, with Bertrand being responsible for creating the camera and collision systems seen in the game. Bertrand would continue working along with Buchanan at Sega in further projects for almost two years before moving to the United States, where he would offer his services to both The 3DO Company and Atari Corporation, with the latter recruiting him to be part of the software development teams for the Jaguar and becoming the sole lead programmer of Fight for Life. Silvio Porretta is a self-taught artist who began creating animation and raster graphics as an amusement for himself in his bedroom. Porretta first met with Bertrand during an exchanging of pirated games, who told him that he had his own game development company and needed both an artist and designer, with his first title being the aforementioned Blaston for Acorn computers. A few years later, he would join Atari Corp. with Bertrand, who managed to land a job for him at the company and was the sole artist of Fight for Life. Development Fight for Life entered into development in May 1994 and was handled by a small development team, with Francois Bertrand acting both as designer and director of the project, in addition of being its sole lead programmer. Besides the main team, the company BioVision assisted in its development process with their state-of-the-art motion capture system, which involved the filming of martial artists performing 250 moves with 25 reflective markers attached on determined parts of their bodies in order to record their movements that would allow characters to act in a realistic manner, with BioVision then converting the data into information that the Jaguar could read to display the actions, with Atari claiming that this process took place at 200 frames per second. High Voltage Software also assisted in the development of