The game's production was turbulent, as the design's scope exceeded the available resources, and the team were left without a producer for nearly a year until Activision appointed David Mullich to the role, where he found designs and levels unfinished or abandoned.
A produción do xogo resultou turbulenta, xa que o alcance do deseño excedía os recursos dispoñibles, e o equipo quedou sen un produtor durante case un ano ata que Activision asignou a David Mullich nesta posición, quen atopou deseños e niveis inacabados ou abandonados.