Jetmoto 4 (2124) was an outstanding project. I worked on all aspects of the
game outside of the characters. I developed most of the features and puzzles
that went into the tracks. I designed, built, and textured 60% of the levels
and created many of the subtler texture maps (I felt a lot of the texturing
was too loud). I worked directly with the lead programmer to insure that we
were squeezing the most out of the original Playstation we could. Although
the previous entry in the series - Jetmoto 3 - had not even been published,
our team was willing to develop the sequel on the brilliant basic Jetmoto
premise alone. Our crew turned out 16 unique, stunning, challenging, and
rewarding levels that pushed the Jetmoto universe right to where we believed
its fans wanted it to go. We set the game within the solar system, and
called upon the legendary Syd Mead for concept art on tracks that were
strewn across planets and moons from burning Mercury to freezing Europa.
At the time of its cancellation, JM4 was in full playtest, and we were
getting very good feedback from the testers. Unfortunately Jetmoto 3
did very poorly, and ultimately killed the franchise. With unsold JM3
product languishing in the stores, our 90% finished game was put on
permanent hold.