the Source engine, the designers found that the game's scope exceeded their resources. Bloodlines has several playstyles, requiring different interfaces, animations, and artificial intelligence for stealth, melee combat, and first- or third-person capability. Compared to contemporary first-person shooters, with 10 to 20 animated character models, Bloodlines had over 150 characters with 3,000 unique animations, in addition to boss characters, with their movement styles. The designers underestimated the time required to develop and improve these systems. The game's scope suffered from content not being removed when necessary; other components would be endlessly refined without being finalized, preventing the developers from focusing on other parts of the game system. All content additionally required approval by White Wolf and Activision. After three years of development, the game was progressing slowly, and it was unknown when it would be finished. Activision set a series of deadlines for the project's development to ensure Troika had sufficient time to effectively test the game, though these milestones were repeatedly extended, and Bloodlines eventually ran over budget. In 2003 Activision intervened, ordering that the game be ready for release in the next few months and even advancing more money to Troika to complete its work on The Temple of Elemental Evil for Atari, freeing the Troika team to work on Bloodlines exclusively. Activision eventually issued an ultimatum that the project be finished within months, on September 15, 2004. Troika delivered a version of Bloodlines on the required date; due to its scale, the game underwent three weeks of testing. Activision decided that the game was suitable for release but was contractually bound to withhold Bloodlines until after the debut of Half-Life 2 in November 2004. Troika convinced Activision to use the delay to fund further development; the additional budget was insufficient to pay all of Troika's staff, and some employees worked unpaid to complete the project. This version underwent another three weeks of testing to become the final release code; the game was still unfinished when Activision forced its release. Bloodlines creative director Jason Anderson blamed Activision, saying that the publisher took the game from Troika without providing enough time to test and polish it. Conversely, Boyarsky defended Activision for supporting Troika as the project exceeded its budget and schedule. During the nearly four years of development, Anderson estimated that the team worked overtime for all but two months. Music The game's original score was composed and produced