As a Senior Artist, I was responsible for building test levels for the game, focusing on a highly detailed back alley in Gotham to showcase to none other than U2’s Bono, who was set to visit the studio. The Art Director and Lead Artist wanted every inch packed with intricate detail since the level itself was quite small, so we kept pushing the limits on visual fidelity.
But when we finally ran tests with characters in the scene, the frame rate struggled—performance took a big hit due to the overwhelming detail. Unfortunately, not long after, the project was cancelled, leaving our meticulously crafted Gotham alley and all those late hours behind. The two video below tell of this in great detail.
Batman: The Dark Knight – An Epic Project That Never Was
At Pandemic Studio in Brisbane, we embarked on the ambitious development of Batman: The Dark Knight, a game meant to capture the grit and intensity of Christopher Nolan’s iconic film. The project had a rockstar backing—literally—part-owned by Bono from U2, and we were all in awe when we first saw the new Joker brought to life in-game. It was a moment of pure exhilaration, but the excitement was short-lived.
Despite the massive potential, the project faced insurmountable challenges. The game engine we were using at Pandemic couldn’t handle the scope of what we envisioned, and the entire project began to crumble. At the same time, EA took over the studio, and with it, the game met its untimely end. It was a heartbreaker for everyone involved, as we had put so much passion into the work.
Videos and stories from this project still circulate, capturing the highs and lows of what could have been an epic Batman game. It’s a project that will always be remembered for its ambition, its incredible moments, and, unfortunately, its downfall.