This was a long time ago, when I was only a baby programmer. It's changed beyond all recognition since I was there. It was sort of lovely. The "office" was a farm house in the Fens. There were two dogs in the office. One was a big soft greyhound called Tigger on account of his stripes. The other was a whippet that had to be kept away from people because it was a nervous creature that would occasionally snap at people. I think there was probably about 15 people there when I started. The software development was chaotic. The chaos provided a lot of freedom and opportunity but caused some serious problems too. Suffice to say that when I left after three years to go and write Darwinia with Chris Delay, we wrote a game engine of our own over about 3 months and once we had that, I'd say we were 20x more productive at creating game content than was possible at Frontier on the Dog's Life team. That said, the Frontier tech at the time did have a nice animation system capable of relatively convincing quadruped animation. It could blend walk/trot/canter/gallop animation loops, do inverse kinematics for foot placement and I think it did vertex blending for polys near skeletal joints. And the engine worked OK on a PS2. Darwinia could do none of those things.