
| Created | JUN.03.2013 |
| Revised | AUG.31.2026 |
| DEVELOPER | DMA Design |
| PUBLISHER | |
| GAME TYPE | |
| PLAYERS | |
| MULTIPLAYER TYPE | |
| ROM SIZE | UNKNOWN |
| COMPLETENESS |
Video Game artist veteran, Paul Reeves, has made the following quote about Zenith - a game with a mix of platform and racing action.
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This was the first video game project that I worked on, during my time at DMA. Zenith was a future sport style game show, where the participants had to scale various towers on different themes, while avoiding obstacles and other players. The first to the top wins.
My involvement on the project was mainly character and level design, this also included the 3d modelling and texture mapping of both of these. Using Alias on an SGI Extreme 2, I also animated the characters. The animations involved a basic run, walk and jump. The more complex animations were climbing, hanging, swinging hand over hand, and a small selection of combat moves, punch, kick, and flying kick. Each character had two unique animations. Each character had roughly 250 polygons, and 8, 16-16 texture maps. The texture and polygon budget was an incredibly small amount to work with compared to present day titles. The texture maps were made using Dpaint on an Amiga 3000. This project never completed production. Paul Reeves |
Zenith however never saw the light of day and wasn't mentioned anywhere to my knowledge. Most of the tools made for Zenith were later used in the making of Body Harvest - a game that took nearly 4 years to make. The game was most likely canned because of Body Harvest' horrible state, a game Nintendo wanted badly but ended up not publishing. A lot of the people working on Zenith were moved over to work on Body Harvest.
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It was a damn shame as it was shaping up to be a really exciting game, and I have no doubt that Zenith would have been a great N64 game. But I won't spoil what we chatted about here. It's more fun to read about it on the interview. Gemma is really cool and I had great fun with her questions. Paul Reeves |
The interviewed referenced was made with Juicy Game Reviews and can be found here.
Paul would later move on to work for Codemasters where he worked for the frontend for the N64 version of Micro Machines.