Every journey has a beginning, and for us, the journey of integrating 3DS Max and .NET tools began when a level editor needed to be built. The requirements for this new level editor, which became known as APPLE (Authoring Plugin for Placing Level Entities), were ambitious. Our level editor had to be platform-independent, genre-independent, and we had to have a functional system up and running in less than six months.
The requirements for this new level authoring tool were driven by the culture at Vicarious Visions. Vicarious Visions develops handheld and console games on a regular basis, and many of our level designers move between the various platforms. We wanted to provide a unified level tool for designers so they could move between projects without having to learn new applications.