Here is another important hint to all programmers out there (me included):
Quote:
During the Cabal process, we realized that although the level designers knew of the feature, they really had no clear idea of what it was for. The parameters were all very cryptic, and the wrong combinations would cause the beams to have very ugly-looking effects. There were no decent textures to apply to them, and setting them up was a bit of a mystery. It became very clear the technology itself was only a small part of the work and integration, training, and follow-through were absolutely necessary to make the technology useful to the game. Writing the code was typically less than half the problem.