Concept and design Perfect Dark was developed by
Rare and originally directed by
Martin Hollis as a
spiritual successor to the company's 1997 first-person shooter
GoldenEye 007. Shortly after
GoldenEye 007 was released, Rare was planning to work on a game based on the film
Tomorrow Never Dies, but the company was outbid by
Electronic Arts, which would release
their video game adaptation in 1999. The result did not upset the developers, who felt they had already spent too much time immersed in the
James Bond universe. Working titles for the new project included "Covert Ops" and "Alien Intelligence" before the title "Perfect Dark" was decided on. The word "Dark" was chosen for its association with the game's bleak focus on killing. Hollis noted naming similarities to the 2006 first-person shooter
Black by
Criterion Games: "Game developers just like black, nihilism,
dystopian futures, the number zero, infinity, spheres, perfection—all that kind of stuff". The double slash symbol in the game's logo was inspired by the
Japanese writing system, while the bad grammar of the phrase "Perfect Dark" partially alludes to Hollis' affection for the way Japanese developers use English words in their own games and products. The game's
science fiction setting was chosen due to the developers' interest in the genre.
The X-Files television series inspired the incorporation of a gray alien character and the premise of aliens being investigated. Other influences on the setting, theme, and plot include conspiracy theories and works such as the
Ghost in the Shell manga,
Elektra comic books, the films
Blade Runner and
Judge Dredd, and the writing of author
Philip K. Dick. Hollis and designer
David Doak picked architectural and impressive sci-fi dystopian settings; the plot was then constructed around these locations. For example, the first level takes place in a skyscraper that lead artist Karl Hilton had always wanted to build and features realistic environments like service stairs and an exterior area that can be explored. Although the game features a new fictional universe, it was still envisioned as a spy shooter like
GoldenEye 007. The developers' desires to expand upon its stealth mechanics, along with their admiration for the 1998 stealth game
Metal Gear Solid, led to the creation of gadgets such as the CamSpy and the data uplink device. The decision to make the central character a woman was part of Hollis' belief that there should be more games starring women, considering the fact that
GoldenEye 007 already starred a man. To this end, the team created Joanna Dark, influenced by a number of fictional heroines: Kim Kimberly from the 1983
interactive fiction game
Snowball, the seductive spy Agent X-27 in the 1931 film
Dishonored, the eponymous
femme fatale of the 1990 film
La Femme Nikita, and
FBI agent
Dana Scully from
The X-Files. The name of the in-game company dataDyne was inspired by
Yoyodyne from the 1965 novella
The Crying of Lot 49 by
Thomas Pynchon. The layout of the Air Force One level was inspired by the 1997 film
of the same name because it was the only reference material the team had. In the game's Counter-Operative mode, the idea that the opposing player can take control of another opponent at any time was inspired by the 1999 film
The Matrix, in which agents can reappear as another person in the film's simulated reality.
Production is required to access the game's campaign and most of the multiplayer features. When production of the game started, the developers upgraded the
GoldenEye 007 game engine with new features and enhancements such as real-time
lighting and support for bigger environments and more textures. According to Rare, only 30% of the original engine remained, providing a basic framework to construct levels and animate characters. A new movement system was constructed, allowing players to fall off edges. Other incremental improvements included better shattering glass effects, which would allow players to shoot out objects such as bottles of wine, and the inclusion of computer-controlled bots in multiplayer matches. The artificial intelligence was improved so that opponents could work as a team and draw a secondary weapon when disarmed. Death cries and more elaborate gore effects, which allow gunshots to disperse and stain enemies' blood onto nearby walls and objects, were also added. Originally, Hollis hoped that the difference between light and dark would be a significant feature of the gameplay, and the title was intended to reflect this focus. A
flashlight was implemented by software engineer Steve Ellis, who had been responsible for much of the multiplayer mode of
GoldenEye 007, but was ultimately not included in the game due to limitations of the Nintendo 64 hardware. In 2006, Hollis remarked that such aims were overambitious, stating that "even today, you can see game developers struggle to make light and dark foundational from a gameplay perspective". Nevertheless, the game features more advanced lighting than its predecessor. For example, lights can be shot out to create darkened areas, gunfire and explosions illuminate rooms dynamically, and the player can use
infrared or night-vision goggles. Hollis was involved with
Perfect Dark for the first 14 months of its nearly three-year development cycle, during which progress was unsatisfactory. As he explained, "each of us was asking for more than the other could give. This situation ended with my departure, and with very deep regret I was unable to see
Perfect Dark to completion". Hollis' decision came after his four-year contract with Rare was about to expire, which he chose not to renew as he wanted to pursue other interests. Shortly after his exit in September 1998, four additional members—Doak, Hilton, Ellis and composer
Graeme Norgate—left Rare to form
Free Radical Design, partially because they were unsatisfied with the working environment. This resulted in a loss of half of the workforce and led Rare to assign more people to the team remaining on the project, which eventually became three times bigger than
GoldenEye 007s. Programmer Mark Edmonds was promoted to team leader because of his knowledge of the game engine. Although the story and ideas for the game were kept intact, the new team contributed so much to development that it was seen as a fresh start. The team worked in a very isolated and free environment and did not have a production manager, a schedule, meetings, commercial pressure, or any sort of deadlines. According to artist Brett Jones: "People would just do things they thought were cool and would work". In spring 1999, Rare moved its headquarters from a country farmhouse in
Twycross,
Leicestershire, to its current multi-million office complex. Although the locations are a few minutes away from each other, the move caused minor disruptions for some. Rare installed an in-house
motion capture studio, which was used to capture hit animations and full walk cycles. Game designer
Duncan Botwood wore a pair of heels to portray Joanna Dark in some sessions, but motion capture artist Laurie Sage performed most of her moves. Many of the game opponents were based on members of the development team, who also performed the motion capture required for their animation. Numerous secrets were added to the game to fuel the exploration efforts of players, including a piece of cheese hidden in every level. These were deliberately placed by one of the level editors as a graphical oddity for the player's confusion. The game has two hidden passwords: one found by picking up a necklace in one level and another by reaching the highest rank in the multiplayer mode. Rare had originally intended these details to access password-protected sections of promotional websites and use them for an
alternate reality game. As developers kept adding features, the game ended up using all the extra memory on their
debug consoles and became too big to fit into the Nintendo 64's standard 4
MB of
random-access memory (RAM). Because the developers were unable to optimise it, they made use of the Nintendo 64
Expansion Pak, which increases the Nintendo 64's RAM from 4 MB to 8 MB. Although the Expansion Pak is required to access the game's campaign and most of the multiplayer features, a limited subset of deathmatch options are available without the device—around 35% of the game is playable without an Expansion Pak, as estimated on the game's instruction booklet. The Expansion Pak allows the game to optionally be played in a
480i "high-resolution" mode. The Counter-Operative mode proved to be difficult to implement and led the game to be delayed. The
iterative nature of the game's development led Hollis to describe the ultimate number of multiplayer options as "a vast array of features I [had] never planned". Cut from the game was a feature that allowed players to place a photograph of their choice onto the face of their multiplayer character. The photos would have been taken by the
Game Boy Camera accessory and directly transferred to the game via a Nintendo 64
Transfer Pak. They could then be cropped or manipulated with an in-game editor and mapped onto the
polygonal head of a multiplayer character. The photos could also be saved to the game cartridge or a Controller Pak for cross-game sharing. Although Rare's
Nintendo-side producer
Ken Lobb originally stated that the feature was removed due to technical difficulties, the actual reason was revealed to be sensitive issues surrounding the ability for players to attack images of real people. Rare's decision came after then-recent attacks such as the
Columbine High School massacre, when new censorship laws were being introduced in the United States. The soundtrack was primarily composed by
Grant Kirkhope, who replaced Norgate after his departure. Writing sci-fi music was a new and enjoyable experience for Kirkhope, as he had mainly worked on
Banjo-Kazooie at the time. While he took inspiration from
Blade Runner and the whistling sound of "
The X-Files" theme song, he reused much of Norgate's sample set, especially peculiar sci-fi noises he had created. One of Norgate's few contributions to the final
Perfect Dark score was the theme of the first level. A third composer, David Clynick, composed the game's cinematic sequence while Kirkhope was working on
Donkey Kong 64 and
Banjo-Tooie. The game supports
16x9 widescreen and
Dolby surround sound, and features
voice acting for all in-game and cutscene dialogue. Nintendo wanted an American actress to voice Joanna Dark, but the role ultimately went to British composer
Eveline Fischer. Because
Perfect Dark features more than 45 minutes of voiced cutscenes, the game was shipped in a 32 MB cartridge. ==Marketing and release==