In his 20 - year career
at Sprint, Kevin has performed in a multitude of functions and
various stages of new and emerging businesses — ranging from long distance in the 90s, to Sprint's partnerships with cable companies, early
product innovation leveraging the Internet to its current venture in wireless.
For example, Matt Krause, director of human resources
at CV Therapeutics, says, «Our research programs include multiple, cutting - edge cardiovascular
product candidates in
various stages of clinical trials and preclinical programs, all of which rely heavily on the contributions from our many B.S. - and M.S. - level scientists.»
Given the breadth of our species coverage, and we have the broadest species coverage of any of the animal health companies, naturally then you look
at products in the pipeline across all the species areas, there are robust candidates that are
at various stages of development and progressing regulatory approval timelines.
- for Sonic's 25th anniversary last year, Iizuka received a task to deliver some sort of
product - the target was «dormant fans» who used to play the SEGA Genesis, but haven't really played any games since - Iizuka met Christian Whitehead, which lead to the creation of Sonic Mania - there was talk of another port, but Iizuka thought fans would desire something new from the old games - this is the first time Iizuka partnered with a team of devs spread across
various countries - Iizuka said this team had a greater passion to create - this was in comparison to companies that set decisions on a pre-determined schedule (in meetings, etc)- the team had so many features they still wanted to add after the beta version was complete - since there were only a few spots with text that needed to be localized, they could bring the game to more places quicker - the game has Japanese, English, French, Italian, German, and Spanish support - the Studiopolis
stage is included due to receiving the most requests from the Sonic Mania development team - Iizuka actually considered reducing the amount of
stages at one point in order to meet the development schedule - Sonic Mania doesn't really have much in the way of cut content like scrapped
stages - since Sonic Mania was only distributed digitally, the team was able to continue working very close leading up to launch - this let them put in practically all ideas, and there are currently no plans for DLC - Iizuka recommended Flying Battery Zone for inclusion becaues he likes the music - he also likes when the player goes inside and outside the ship - Iizuka likes Mirage Saloon because the
stage structure will be different depending on the player character chosen - Puyo Puyo gameplay was added because there was a Puyo Puyo game released in the west for the SEGA Genesis - this game was originally called «Dr. Robotnik's Mean Bean Machine», and the team thought it would make a fun boss battle - Iizuka didn't have plans to feature Blue Sphere in the special
stages - the Blue Sphere special
stages were brought over to Mania as a test, but ended up staying for the final game - the team felt the need to continuously connect
stages from
various eras, which is doe with the Phantom Ruby story - for Sonic Mania, it was decided that the technological limit would be set
at SEGA CD, - this is higher than the Genesis but lower than Saturn - in creating a SEGA CD - grade special
stage, they would intentionally make SEGA CD - grade polygons