The artists began by modelling the characters in NURBS using PowerAnimator and adding textures. They then created the animations and rendered them frame by frame before compressing them for the game. The ACM process was handled by a designated computer that had a proprietary utility similar to Deluxe Paint. Adapting to the cutting-edge SGI workstations was difficult; Gregg Mayles' brother Steve said they had a steep learning curve. The game was Rare's first to require multiple programmers, and they worked with little guidance. To help, Nintendo provided Rare with research material regarding apes, barrels, and caves. The pre-rendered graphics allowed for variety and detail uncommon at the time, and Tim Stamper constantly pushed the team to go further and incorporate weather and lighting effects.
the artists began by modelling the characters in nurbs using poweranimator and adding textures they then created the animations and rendered them frame by frame before compressing them for the game the acm process was handled by a designated computer that had a proprietary utility similar to deluxe paint adapting to the cutting-edge sgi workstations was difficult; gregg mayles' brother steve said they had a steep learning curve the game was rare's first to require multiple programmers and they worked with little guidance to help nintendo provided rare with research material regarding apes barrels and caves the pre-rendered graphics allowed for variety and detail uncommon at the time and tim stamper constantly pushed the team to go further and incorporate weather and lighting effects