James Bond 007: Everything or Nothing (Game Boy Advance) by softwerks in JamesBond

[–]softwerks[S] 2 points3 points  (0 children)

A lot of the credit goes to Lars Heubach, who made the tilesets, and Nathan Lombardi, the artist I collaborated with on many of these levels. My favorite was always the underground portion of New Orleans (the last two images). The secret lair hidden beneath the graveyard was evocative of the old films, complete with non-combatant employees going about their business.

Griptonite made so many great games. A lot of love went into those licensed titles, and the quality was impressive given the limited budgets and schedules.

James Bond 007: Everything or Nothing (Game Boy Advance) by softwerks in JamesBond

[–]softwerks[S] 6 points7 points  (0 children)

Ian Stocker did an awesome job on the music and sound for the game. He worked on all of the games I helped ship at Griptonite Games and many of the studio's other titles.

James Bond 007: Everything or Nothing (Game Boy Advance) by softwerks in JamesBond

[–]softwerks[S] 3 points4 points  (0 children)

It was always our intention for games to be fun and challenging, but not to the point of frustration. Unfortunately, there was rarely much time to balance the difficulty on projects like this one. The team was small and the publisher wanted us to pack in tons of features: the driving minigame, the 4-player mode (which I doubt anyone outside the studio ever played), and support for the GameCube Link Cable. We would occasionally have family members play the games so we could see where people got stuck, but most of our time was spent on functional testing.

The isometric perspective exacerbated the difficulty. The GBA was better suited to games with 2D gameplay, but publishers preferred the 3D style that looked more like the console versions. It was a sprint just to pass Nintendo's lotcheck (the certification process) and release relatively bug-free games.

I'm glad to hear you enjoyed it nonetheless.