Talk about experiments. After decade-long experience in creating realistic military games, we decided to leave the fighting behind and develop a civilian helicopter game. Taking a lead in technical design, I focused on maintaining unified structure, optimizing working procedures and coding some widely used systems. Among all this, I still found some time to make several campaign missions and include numerous easter-eggs.
I still view Take On as one of the smoothest and best organized projects I’ve been part of. If there was crunch time, it was self-imposed and caused not by some unfinished feature, but by an effort to make the game even better.