Okay; so Chase had been released, I-Imagine had bought and relocated to a 3 story office block* and lined up it's next big project. That game was an open city driving game broken into territories or blocks - each run by a 'boss' driver. The gameplay was to complete side missions to get cash to buy better cars and upgrades so you could beat the boss drivers and take their territories from them. Not a bad concept but we crunched hard to get this out, which really wasn't necessary. I-Imagine was a success; Chase did extraordinarily well for a first release by an unknown developer.
Named, Driving for a Living: after about a years work it boasted a play area 3 times bigger than GTA3 - supposedly it's big selling point. It ran on the Xbox, PS2 and GameCube. And had it's first missions and bosses.
I-Imagine pitched it as E3 and... no one wanted it. This shouldn't have been a problem, another years work and polishing and I-Imagine would have had a pretty decent full game; and that would have been much less risky for publishers.
Only not all was well in the company - now about 23 employees. The artists (and programmers to a lesser extent) were hired young, used hard and paid cheaply with the expectation they could be replaced when they burned out. But this was in South Africa and the there was no large pool of artists to hire from. I-Imagine now had all the talented artists in the country, and they were getting upset** and were not afraid to voice it. And at this point I think the higher ups started panicking.
I-Imagine now swung rapidly through a series of projects moving first to Chase 2.
Another stunt driving game and the successor to Chase: Hollywood Stuntdriver. I may have mis-remembered but I think Chase's publisher asked that I-Imagine begin work immediately on the sequel to Chase but I-Imagine declined. So... actually I don't know what was happening.
Anyway Chase 2 got canned and we moved to a track style racing game based on the Champ Car franchise (kinda like Formula 1 but not really).
Notably the cars had some truly awesome AI that did not cheat and was unbeatable when cranked to it's hardest setting. It never went anywhere so... moving on.
The movie remake: The Italian Job had just been released and this prompted a change back to Chase 2 but re-written with emphasis on night-time driving and lighting.
This got scrapped in favour of Chase 2. Uh, sure I realise this isn't making sense any-more but it's what happened. The next Chase 2 introduced water physics and stunts on jet skis. With dinosaurs. This was actually a pretty awesome game and was basically completed. All the menus and player progression existed and there were even a couple of tutorial stages.
Some of the stunts included avoiding a Tyranosaurous and ski-ing between brachisaurous' legs. Also a subteraean temple with fire traps and heaps of waterfalls - I forget what the player was supposed to do, by this time everything was starting to blur together. We were still in and out of crunch and I'd spent far to many mornings walking home into the rising sun.
Moving on.
I-Imagine was then approached by a publisher to do development on a police chase styled game. By this time the engine was pretty mature and even the PS2 could handle fast driving in densely packed stages.
Whilst I think we delivered well, the game was nothing more than a track racer with only two cars and I'm guessing the publisher realised this and a deal was never struck.
And this brings me to the end of the list of projects that I-Imagine began and then... just didn't. Obviously few of the original employees who worked on Chase were left (just 2 of us?) and the atmosphere was pretty unhappy. But still I-Imagine had one last grand project left, and for a change, it wasn't strictly a driving game. But... more on that in the next post.
*Look the building was bought cheaply but we practically never filled more than a half of one floor.
**Lots were living with family or in communes to make ends meet and girlfriends and wives were starting to threaten they were leaving.