that point in the game. Then direct, combat-heavy, and dialog paths were added. The amusement arcade area was to feature playable versions of Activision arcade games such as Pitfall!, though the idea was abandoned due to time constraints. Director Leonard Boyarsky considered the animation system important in the team's choice of the Source engine. The integrated "faceposer" tool allowed Troika to customize facial animations, expressions, gestures, and lip-synching, eliminating the need to explain what a character was doing. Every non-player character required a voiceover, which helped Troika define its characters more quickly. The engine had a physics system permitting new features, such as monsters hurling corpses at the player or dying characters realistically crumbling into pieces, instead of requiring pre-built animations. Although Troika had ignored first-person engines due to technical limitations, such as a low polygon count and limited texture memory, as the technology improved, it thought it could create a real-time action game without sacrificing the immersion and story of a role-playing game. Describing the choice of developing a game based on the existing White Wolf property over creating their own, Boyarsky said that although an original property lacked the constraints of an existing one, the downside was that it had not been tested and could be rejected by its potential audience; an existing property was proven. Troika tried to stay as close as possible to the White Wolf rules while reducing the number of abilities and disciplines to those relevant to Bloodlines gameplay. Later development Activision introduced the game in May 2003, but in October, Valve experienced a security breach in which hackers stole the source code for Half-Life 2. The breach required new security implementations for the engine, delaying both games; the release of Bloodlines was postponed until early 2005. Until May 2004, Troika and Activision said that the game would feature a multiplayer component and modes, including a team of vampires against a team of vampire hunters, with the ability to upgrade characters between rounds. The team was left without a producer by Activision for over a year before David Mullich was assigned to the project. With no producer oversight, Mullich found the game's design incomplete, game levels created and abandoned, and several technical issues, including problems with code for the proposed multiplayer option. The Source multiplayer code was in its infancy, increasing its development time, and the idea was abandoned. In addition to problems with