many at cyan, inc., fondly recall the days spent crammed into Chris brandkamp's garage above where Riven was started. Eventually, as plans for the game escalated and members of the company grew beyond the capacity of their tiny office cyan turned in their thinking caps for some hardhats-momentarily- and broke ground (below) for a new company world headquarters. 2 artists.4 Ned to jo: Riven's development team was that he, Robyn, and Rand go along well. This was important, since the Miller's knew the building Riven would be a multiyear project and that ertfe one would have to work, if not practically live, closes together. Officially, Robyn and Richard were both directors, in the Hollyaos sense of the word. They would make most of the aesthetic decisions tr would shape the overall look and feel of the game. Rand remained the sis ducer, which meant wearing every hat he could fit on his head to ensure by production remained doable." He also worked closely with production mas ager Tony Fryman, who did the hands-on project scheduling and managemeat The lofty titles, however, don't give a true impression of their woring. methods and conditions. When Myst was created, it had been pieced togette by the original members working in their separate homes and linked by wilt Chris Brandkamp was fond of calling car-net." Basically. if set- one wanted to show an image to another member of the rean, k got in his car and drove over…
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