In its final years, Legend fully pivoted to first-person shooters thanks to a growing relationship with Unreal developer Tim Sweeney and an acquisition by publisher GT Interactive.[9] Initially, the studio recruited former colleagues from Infocom for their experience, including programmer Mark Poesch,[3] and Steve Meretzky as an author and developer.[11] Legend's debut title was Spellcasting 101: Sorcerers Get All the Girls, which expanded on Infocom's text-based adventures by adding graphics for each of the game's rooms.[12] Meretzky described this as a "fusion of the depth and detail of Infocom games with a graphical presentation that would be more in keeping with what audiences circa 1990 demanded", which led to greater sales than their former studio had.[14] Legend also benefitted from a strong relationship with traditional book publishers, securing licensing deals for their team's favorite authors while costs were still low.[15] The studio continued to expand their game engine, adapting to the popularity of the mouse and the increased media storage of the compact disc.[11] The first project to take advantage of CD-ROM technology was Companions of Xanth, which signaled Legend's shift from traditional text adventures to a point-and-click interface.[13] Programmer Michael Lindner had gained valuable design experience from working on Gateway, allowing him to create Companions of Xarth as a solo project.[12] Adventure games were at their peak in the early 1990s, but the studio was facing difficult competition in the genre from Sierra On-Line and LucasArts, who had larger budgets and greater sales.[3] Their relationship with Random House also encouraged them to work with more of their authors,[11] leading to the 1995 release of Shannara based on the eponymous novels by Terry Brooks.[13] Both Legend founders described this period as a "blessing and a curse", gaining higher graphical fidelity and simplified development on a single compact disc, but slowly watching their costs rise until their games were no longer commercially sustainable.[3] In hindsight, Bates lamented the loss of the text interface, which removed the "magic" of having players see that the game recognized and rewarded surprising inputs.[11] Bob Bates became the chief creative officer for Zynga, Glen Dahlgren became one of the lead designers on Star Trek Online, and Mark Poesch became a developer at AOL and Accenture.