The following is a PC Gamer feature article on Atlantis: The Lost Empire - Trial by Fire (reprinted by permission). I present the article, rather than my own commentary because it comes from a third-party source and because it already does an excellent job of summarizing the scope of the project. Thanks to Executive Publisher, Dan Morris of Future Media for permission to reproduce the content.
Some introduction: I lead the team that pitched the project to Disney and assembled the initial proof-of-concept demo using the original Tribes engine. I also wrote the proposal, which outlined the marketing strategy for the project, including the interactive prequel.
I created the initial design document and produced the game, which saw release concurrent with the feature film. In addition to my duties designing and producing the game, I created textures and 2D art for the game as well as designed the HUD and interface assets.
The total development time from being awarded the contract to GM was a little under eight grueling months. The game met with moderate success, and I felt the team successfully accomplished a lot of work to a high degree of quality. Especially given the extremely short dev cycle against unproven play mechanics and an unconventional target.
Click here for screenshots.
Disney’s Atlantis
No blood, no gibs, no weapons. Welcome to the Disney-fied FPS.
by Rob Smith, PC Gamer, Volume 8, No. 5 - May 2001
List five publishers of first-person action games. Was Disney Interactive on the list (yes, the Disney, the one with the mouse)? Thought not. How about listing 20? Still no mention? Well, that’s no surprise to anyone, least of all the brain trust behind this ambitious project. But Disney Interactive is getting serious about PC gaming, and while its LithTech-based rendition of the Atlantis movie is ultimately unlikely to garner No One Lives Forever-like critical adulation among the hardcore crowd, it’s an intriguing exploration of new territory for the company, and a potential kick up the jacksey for a market desperately seeking new gamers.

Disney Interactive gave four developers the opportunity to pitch their interpretation of Atlantis as a first-person action game. Using the limited toolset of the Tribes engine, Zombie (previously known for Spec Ops, the also-ran in the realistic action shooter category) won the deal, and now armed with LithTech’s increasingly popular kit, has constructed what could easily be considered a beginner’s guide to first-person action games.


The retail game follows the more action-oriented elements of the movie, such as the firefly invasion of the adventurers’ camp, which leads to a hair-raising race across a crumbling bridge, and the eventual journey to activate the stone-giant guardians of Atlantis, who will protect the crew from the erupting volcano. For the first-person-shooter veteran, the retail game is likely to weigh in with about eight to 10 hours of gameplay, enhanced by the extensive multiplayer CTF options.


Atlantis’ 3D models don’t sport obscene numbers of polygons, but characters from the movie have been ported from celluloid with true Disney artistry, complete with full facial animations. The feature studio’s artists helped ensure that the distinctive character style was retained, and the game environments accurately re-create the stylistic hard-shadow look of the movie.
The Atlantis game project is an audacious attempt to cast the FPS net farther than it’s ever stretched before. “It’s certainly a huge risk,” says Disney Interactive’s director of product marketing, Jamie Berger. “We’ve had to address so many things in getting an E rating that other game companies never have to worry about when working on a first-person action game.” Notice he didn’t say “shooter”. Disney’s challenge in appealing to all comers is to not fall into the middle and fail to fully capture the attention or excitement of either Disney movie fans or longtime gamers.
Blow through the prequel and give it a chance. If 10 percent of those prequel CDs are installed and tried, then that’s plenty of potential for fresh meat in the industry -- and who doesn’t want that?
Sidebar: All The Way To The Top
The Atlantis animated movie is coming to life in vivid detail under the production auspices of Don Hahn, the Academy Award-nominated producer of The Lion King (the sixth-highest-grossing movie of all time). It wouldn’t be remiss to think that the game tie-in sits as a faint blip on his constantly buzzing radar -- but it would be wrong, as we found out when we talked to Hahn about the involvement of the feature film’s major players with the project. “I’d go over to the DI studio and play the single-player and multi-player game with the [movie] directors, Gary and Keith. We’d be [DI line producer] Ryan Moos’ beta-testers, and try to break his game while we were having fun playing,” Hahn told us.
The feature animation studio’s involvement is probably more extensive than that in any other movie-related game. “We created a lot of mythology surrounding Atlantis,” says Hahn, “so there was a lot to feed on. But the most important thing was to create a game true to the mythology -- not a literal re-enactment of the movie, but more in the spirit of the movie.” The look and feel of the graphics style will remain consistent with the film’s as a result of the numerous meetings between DI art director Robert Miles and the production designers and artists from the movie. “Disney always creates strong characters,” Miles says, “so the movie’s art team would give pointers on specific traits, and ensure the shapes and edges of the characters [matched those in the movie].”
It’s incredibly refreshing to get the sense that the game isn’t just a marketing throwaway as an addendum to the movie. But the pressures of entering a market dominated by game names like Doom and Quake is felt even at this high level. “Movies are rateed as ‘Disney’ and people expect that,” says Hahn, “and we don’t want to alienate our core audience.” Even big-time Hollywood producers acknowledge the scale and nature of what the game is attempting: “It was a huge risk and terrifying,” admits Hahn. “But if it works, we have the chance to create a new medium.”