Some previous Games I worked on

Discworld II: Missing Presumed...!? image
Discworld II: Missing Presumed...!? image
Discworld II: Missing Presumed...!? image
Discworld II: Missing Presumed...!? image
Discworld II: Missing Presumed...!? image

Discworld II: Missing Presumed...!? (1996)

Discworld II: Missing Presumed...!? (was released as Discworld II: Mortality Bytes! in North America) is a point-and-click adventure game based on Terry Pratchett's series of fantasy novels set on the mythical Discworld, and sequel to the 1995 Discworld game. The story sees players assume the role of Rincewind the "wizzard" as he becomes burdened with the task of finding Death and coercing him out of an impromptu retirement and back into his regular duties. The game's plot borrows from a number of Discworld books, including key elements from Reaper Man and Moving Pictures.

Released on

  • IBM PC
  • Playstation (original)

Features

  • Infamous: "I want to be the second person in a game to say f%$k"

    After the debacle of a similar audio track being accidentally found in Discworld I, I was "required" to include the sequel track with the offensive word bleeped out.

  • Tidbit - I've been framed!

    At the completion of Discworld II, the background artwork was distributed to other staff (and others). The 20,000+ animation frames were not assigned and I purchased the entire collection for 20p cash in hand (total, not each). As traditional animation has a lot of small pieces on a page, they were culled leaving only several 1000 frames worthy of display. As of this date, I still many 1000s of lovely animation frames in carefully storage.

  • Involvement - Lead Developer

    After the success of Discworld I, we took a different, more expensive, approach with Discworld II. The animation would this time be professionally drawn by the Hanna Barbera company at a cost of something like £1 million . The backgrounds this time were much larger pen and watercolour painting similar to what would be used in real animation production. The pencil drawn frames were scanned into the computer using a very odd automated feeder (I remember it used to leave dark streaks on the pages from pulling them in with a roller). After colouring in the cartoons on computer, they were again assembled using the same animation software I wrote for Discworld I. Again responsible for overseeing the assembly of all game versions as well as overseeing the small team of inhouse developers.