The unexpected delays and the chosen, much more demanding game genre made it impossible to deliver the game in 9 months so the deadline was extended and the XBLA platform was dropped.
Eventually, after 16 months The Punisher: No Mercy was shipped on PSN.
In spite of the less than ideal circumstances, I really enjoyed my time there because I got the chance to work on almost all aspects of the game.
I helped the team to learn the do-s and don’t-s, the dirty tricks and the elegant workarounds in the Unreal engine. I can’t say that I made everyone fall in love with it but I did see the appreciation of the system towards the end.
I told the artists everything I knew about normal maps, specular maps, parallax mapping and the like. Our lead artist picked up things very quickly and in a few months I was the one learning 3DS Max tricks from him.