I on the other hand was experienced in animation for film and television using computer graphics, particularly 3D, I also knew a little bit of assembly language. We designed the first level one Sunday afternoon. The story was particularly important. The player's character has fallen into a tomb, so for most of the game they are on their own. This eliminated any need for character interaction, which at the time we didn't feel we had the resources to do.
Character animation is very time consuming.
Puzzle's are a very interesting challenge to create. Our knowledge of how to create a good puzzle actually evolved over the period of creating the game. To begin with we thought that each puzzle should contain a set of universally recognisable symbols. These would be placed in a discordant arrangement. To solve the puzzle some kind of mechanism needed to be altered in order to arrange the symbols in a logical sequence.