Beneath a Steel Sky is a 1994 cyberpunk science fiction point-and-click adventure game developed by British developer Revolution Software and published by Virgin Interactive Entertainment for MS-DOS and Amiga home computers. The game was made available as freeware for PC platforms in 2003. Set in a dystopian future, the player assumes the role of Robert Foster, who was stranded in a wasteland known as "the Gap" as a child and adopted by a group of local Aboriginals, gradually adjusting to his life in the wilderness. After many years, armed security officers arrive, killing the locals and taking Robert back to Union City.
Introduction
Beneath a Steel Sky
Beneath a Steel Sky | Introduction
British developer Revolution Software Revolution Software Revolution Software. British developer Revolution Software.
what is sinestro corps war?
user
An American comic book crossover event
assistant
who is the writer?
user
Geoff Johns and Dave Gibbons
assistant
who are the characters?
user
Hal Jordan, Kyle Rayner, John Stewart and Guy Gardner, and the rest of the Green Lantern Corps
assistant
what are some of the other works of the second writer you mentioned?
user
"The Trials of Nasty Tales", "Watchmen", "For the Man Who Has Everything"
assistant
has he worked on anything other than comics?
user
Yes, he did the cover art of album "The Madness", he served as a consultant on the film "Watchmen", background art for the 1994 computer game "Beneath a Steel Sky"
assistant
who developed the game you just mentioned?
user
The designers' goal was to create a visual bridge between comic and video game graphics. Gibbons drew the backgrounds in pencil, starting with roughs, which were sent to Revolution to see if they were technically feasible. Once agreed upon, Gibbons would then make the final sketch. The pencil sketches were then colored, mainly by Les Pace. The backgrounds were scanned on a Macintosh as 24-bit, 1000x1000 pixel images with 16 million colors, and then transformed to 8-bit, 320x200 pixel images with 256 colors for the PC version. The backgrounds were designed so that the sprites would appear clear on the screen and wouldn't mix with the backgrounds.
Beneath a Steel Sky | Creative and technical design
To this end, Cecil also drafted in the acclaimed comic book artist Dave Gibbons, with whom Revolution worked previously on their 1994 cult classic adventure "Beneath a Steel Sky". In addition to working on the visual references for the game, Gibbons also produced a comic book to accompany the game's DS release. Gibbons stated that he decided to return to video game work on this game because he knew producing character shots with a range of expressions would be challenging, and he knew he would enjoy it, based upon past experience. The game was programmed by Tony Warriner and Joost Peters.
Broken Sword: Shadow of the Templars – The Director's Cut | Development and marketing
While working at Activision, Revolution co-founder and CEO Charles Cecil got the idea of working with Dave Gibbons, artist and co-creator of comic book "Watchmen", as Cecil was a fan of the comic book himself. He approached Gibbons, but shortly thereafter, the old Activision broke down. However, they maintained a friendship, and Cecil later contacted Gibbons to ask him to work on Revolution's second game. Seeing his son play video games, Gibbons became interested and realized that his skills in drawing, writing and conceptualizing could be useful in a gaming environment. Joining the team just before the release "Lure of the Temptress", Gibbons was sent a rudimentary outline of what could happen in the hypothesised game, and wrote a longer story with new characters and scenarios, to which Revolution then further added.
Beneath a Steel Sky | Development
He escapes and soon uncovers the corruption which lies at the heart of society. Originally titled "Underworld", the game was a collaboration between game director Charles Cecil and comic book artist Dave Gibbons, and cost £40,000 to make. Cecil was a fan of Gibbons's work and approached with the idea of a video game. The game has a serious tone, but features humour-filled dialogue, which came as a result of Cecil's and writer Dave Cummins's goal to find a middle ground between the earnestness of Sierra's and the slapstick comedy of LucasArts' adventure games. It was built using Revolution's Virtual Theatre engine, first used in Revolution's previous and debut release, 1992's "Lure of the Temptress".
Beneath a Steel Sky | Introduction
According to Gibbons, about 75% of the backgrounds and characters he designed were used in the game. Dave Cummins wrote the dialogue for the game. The tone of Revolution's early games was born from a tension between Cummins and Cecil. Cummins wanted to be more flippant with dialogue, while Cecil wanted to be more serious. Their goal was to find the middle ground between Sierra's "ridiculously earnest" stories and the slapstick comedy of LucasArts games. For the voice acting, which is only included in the CD-ROM version, Revolution used actors from the Royal Shakespeare Company. Only two days were spent recording over five thousands lines of dialogue.
Beneath a Steel Sky | Creative and technical design
Cecil, Dave Cummins, and Jonathan Howard began work on the story and design. Cecil and Cummins attended a film-writing course and their script was read by Alan Drury, a senior BBC scriptwriter and dramatist. Revolution artist Steve Ince created initial location sketches for the game before working on "Beneath a Steel Sky". He was promoted to producer halfway through the project. Despite releasing the PC version, Virgin was not interested in publishing the game on the PlayStation, feeling that only 3D games would sell for the console. As a result, Cecil contacted Sony Computer Entertainment, who agreed to release the game for the console.
Broken Sword: The Shadow of the Templars | Development
For Revolution's first title, Cecil conceived with others an innovative game engine, called Virtual Theatre, and the engine itself was designed by Tony Warriner. The result was Lure of the Temptress (1992), and though it was their first product, it became one of the successful games that would follow. For the second title, Beneath a Steel Sky (1994), often referred to as a cult classic, Cecil contacted comic book artist Dave Gibbons. He had met Gibbons when he was still at Activision, and he admired Gibbons's work on "Watchmen". Gibbons became involved in the design of the game, and their collaboration would inspire Cecil's next move.
Charles Cecil | Managing director of Revolution Software
Originally the game was named "Underworld", a title proposed by Gibbons, but it was renamed due to the release of "". The production values became much higher for "Beneath a Steel Sky" than for "Lure of the Temptress", resulting in a game six times larger, and by the end of 1993, the team working on the game had grown to eleven. The game was created in sections, which allowed the team to ensure that each part was "perfected" before moving on. Its 2-year development cost £40,000, a large amount of money for the company at the time.
Beneath a Steel Sky | Development
Beneath a Steel Sky is a 1994 cyberpunk science fiction point-and-click adventure game developed by British developer Revolution Software and published by Virgin Interactive Entertainment for MS-DOS and Amiga home computers. The game was made available as freeware for PC platforms in 2003. Set in a dystopian future, the player assumes the role of Robert Foster, who was stranded in a wasteland known as "the Gap" as a child and adopted by a group of local Aboriginals, gradually adjusting to his life in the wilderness. After many years, armed security officers arrive, killing the locals and taking Robert back to Union City.
Beneath a Steel Sky | Introduction
In 2004, Cecil commented ""Beneath a Steel Sky 2" is a project Revolution has been considering for a while, and has started to move forward on, but we are unable to comment beyond this." In an interview with Eurogamer in 2006, Cecil spoke of his admiration for the work done by ScummVM and the resulting interest in a sequel. He also stated that if he were to make the game he "would dearly love to work with Dave Gibbons again." In a February 20, 2009 interview with IGN UK about the Wii and DS versions of "", Cecil and Gibbons re-iterated their interest in a sequel to "Beneath a Steel Sky".
Beneath a Steel Sky | Sequel
Because of the Amiga restrictions, a few animations had to be left out, as not all Amiga owners had a hard drive. Each conversion of the images to the Amiga resulted in a loss of detail. According to Revolution in-house artist Adam Tween, it took a couple of days to "touch up" the screens. A comic book created by Gibbons, which was translated into the introduction sequence of the game, came as part of the game package. "Beneath a Steel Sky" was translated from English into French and Portuguese. This was the first game not developed in Portugal to be released with a Portuguese translation.
Beneath a Steel Sky | Release
It was designed by Gary Grigsby.
Typhoon of Steel (video game) | Development
Beyond a Steel Sky is a 2020 cyberpunk science fiction adventure game developed by Revolution Software. It is a sequel to "Beneath a Steel Sky," a point-and-click adventure game created in 1994. Set ten years after the events of the first game, the protagonist Robert Foster returns to Union City. Revolution Studios CEO Charles Cecil has said that the game examines how an AI would interpret a prime directive to make people happy. "Beyond a Steel Sky" was developed using Unreal Engine 4. It was released on 26 June 2020 on the Apple Arcade subscription service, and on July 16, 2020 on Steam.
Beyond a Steel Sky | Introduction
Gibbons created the sprites using Deluxe Paint on an Amiga. Steve Ince, who joined the team in February 1993, created a number of sprite animations, also painting some backgrounds based on Gibbons's sketches. Gibbons also designed the characters, although he found it challenging to get a character's personality and expression in a face that was only around seven pixels wide and nine pixels high with a limited palette. He would have liked to design a character in a similar manner to "Prince of Persia" or "Flashback", but Revolution wanted something more detailed, so the result became a compromise. All character sprites are smoothly animated with around 20 positions each.
Beneath a Steel Sky | Creative and technical design
We're deeply touched that our "Beneath a Steel Sky" fans are as enthusiastic today as they were when the original game released in 1994." "Beneath a Steel Sky 2" is to be developed for iOS, Android, PC, Linux and OS X. There is also a possibility in looking into a console version release. In a September 2015 interview, Cecil announced that he was working on a story for "Broken Sword 6", which would involve the main characters travelling to Germany. In a later interview from April 2020, however, Cecil said he was "mulling around" ideas for Broken Sword 6, while his focus seemed to be still on "Beyond A Steel Sky", though he did not exclude the idea that the next Broken Sword game may follow the company's present project.
Revolution Software | 2012–present: "Broken Sword 5: The Serpent's Curse", "Beneath a Steel Sky 2" and "Broken Sword 6" ideas
Not pleased with the results, however, Revolution decided on a lengthy re-recording, and realized that voice actors should be used, rather than stage actors. As a result of this, the speech doesn't always match the on-screen text, with English terms being Americanized. Cummins was also responsible for the score of the game, writing a specific tune for each of the main locations. "Beneath a Steel Sky" became the second game to use Revolution's Virtual Theatre engine, after "Lure of the Temptress". According to Cecil, the original version of the engine seemed less applicable in "Beneath a Steel Sky", as the ability to issue commands conflicted with the gameplay they intended to create.
Beneath a Steel Sky | Creative and technical design
Steve Ince, who created initial location sketches for the game before working on "Beneath a Steel Sky", was promoted to producer halfway through the project. In 1994 Cecil and Noirin Carmody met with Sean Brennan, then-head of publishing at Virgin Interactive, and Virgin agreed to publish the game's PC version, but were not interested in publishing the game on the PlayStation, feeling that only 3D games would sell for the console. As a result, Cecil contacted Sony Computer Entertainment, who agreed to publish the game for the console. Tony Warriner and David Sykes were the game's designer-programmer Carmody the executive producer.
Broken Sword | "The Shadow of the Templars" and "The Smoking Mirror"
He discussed creating a video game based in the suburbs that had a Dungeons & Dragons mindset, similar to the "EarthBound" series. Pelloni first got the idea of creating "Bob's Game" from watching his brother play "Dragon Warrior", whose story, he said, he found confusing. He also drew motivation from other titles such as "Super Mario 64", "Super Metroid", the "Dance Dance Revolution" series, and a similar game developed by one person titled "Cave Story". He started to brainstorm ideas for this game, scribbling notes on a napkin. According to the "Sentinel" interview, Pelloni was fascinated by other similar video game projects getting published after participating in online Internet forums.
Bob's Game | Development
Cecil had had no choice to adopt 3D though, for when they needed funding in the beginning of 2000, publishers had become obsessed with the idea that everything was going to be 3D. But he had always been keen to move to 3D, as it allowed more special effects and would make the game world more alive. In the same year, he decided to release "Beneath a Steel Sky" (and "Lure of the Temptress") as freeware and the source code was given to ScummVM. The result was that millions of people played the game for free in a very wide range of devices.
Charles Cecil | Managing director of Revolution Software
"Beneath a Steel Sky" was presented at the European Computer Trade Show in the London Business Design Centre in April 1993 and at the Consumer Electronics Show in Chicago in June 1993. According to French magazine "Génération 4", the game was supposed to be released by the end of October 1993. Various playable demos of the game were made; one was added to the first issue of "PC Gamer", and Amiga demos were added as cover disks to several Amiga magazines. "Beneath a Steel Sky" was published in March 1994 by Virgin Interactive on floppy disks and CD-ROM. It came on 15 floppy disks, as opposed to "Lure of The Temptress", which came on four.
Beneath a Steel Sky | Release
Tony Smith, who had worked on "Menace", produced the graphics for "Blood Money", while Jones began work on a new scrolling system. While developing his own game, "Talisman", Mike Dailly created a compact method to move enemies on-screen, which Jones incorporated into "Blood Money". The game's animations fascinated Jones' friend Gary Timmons, who then began experimenting with Deluxe Paint; his work on the program led to his employment at DMA Design, and inspired some of the animations used in DMA's next game, "Walker" (1993). The game's introduction required a star field, which Jones took from a quick demonstration that Dailly had been working on.
Blood Money (video game) | Development
"Retro Gamer" placed it in third on its list of Top 20 Adventure Games of All-Time ... not by LucasArts in 2010. It was included in "Edge" editor Tony Mott's "1001 Video Games You Must Play Before You Die", a book published in 2010. In 2011, "PC Gamer" ranked it ninth on its list of 20 free PC games you must play. In the same year, Now Gamer listed it as one of the Greatest Point-And-Click Games (Not By LucasArts). In 2014, TechRadar placed it 40th on its list of the Top 50 best free games you should play today.
Beneath a Steel Sky | Legacy
Lee also stated that he had no prior experience in visual arts. Regarding its premise, Lee explained that it came from an email that made him "laugh out [loud] at work." The protagonist, intentionally left nameless, was not based on anyone in particular, but Lee based the design on Guybrush Threepwood from the "Monkey Island" series since he could not draw a completely original character design. Production of the game took about two weeks; Lee commented that production time could have been shorter, but he had no prior experience with ActionScript, and the game could only be worked on during evenings.
Don't Shit Your Pants | Development
He added three gates to create a slalom skiing course and a sense of distance and speed, which was not apparent otherwise. Boxleiter then set up indicators to show the incoming gates, though he thought it was odd to have the indicators move to the right as the gate moved to towards the player (to the left). There was no parallax scrolling implemented in this phase. Meanwhile, Wohlwend mocked up a 2D course in grayscale, with humps of mountains. He originally designed the visuals such that there would be nothing on the screen where the player had not painted, which was later cut.
Solipskier | Development
The "Skyfall" DLC is available for PlayStation 3, PC and the Xbox 360 and is included on the disc on the Wii U. Bruce Feirstein, who wrote three films and four games in the "James Bond" universe, wrote the screenplay along with Robin Matthews, who works for Eurocom.
007 Legends | Development
Yu created the tileset graphics for "DoomRL", a roguelike game based on the popular series, in development since 2002. He designed a level in "Super Mario Maker" for the website "Polygon"s "Devs Make Mario" series. In 2014, he designed the card game "Time Barons" with Jon Perry.
Derek Yu | Other games
He has also developed several games, notably the arcade game "Marble Madness" and the "Knack" series, and credited on many more for his consulting work.
Mark Cerny | Introduction
Using Google Earth they were able to find out the building's geometry. No location could be found for a rooftop helipad so a set was built in front of a green screen. Soho VFX attached the helipad to the building and set it atop New York City. In order to recreate the bullet time used in the games without using a complex camera setup, the technique he used is called "Boom Vision". Moore used Vision Research's Phantom HD digital camera which takes 1,000 fps. When the video is played back, it gives the illusion of slow motion, a method of high speed photography.
Max Payne (film) | Development
"Hans Kloss" was programmed by Dariusz Żołna, who had already developed a number of simple games published in the "Tajemnice Atari" magazine, but had ambitions to create ""something bigger and more interesting"". He decided to base the game on his favorite TV series, "Stawka większa niż życie". The development took half a year; Żołna, then a school student preparing for his high-school exit exam, worked on it after school, sometimes by night. Three other developers worked on the game: Sebastian Michna (artist, who created the protagonist's animation and the title screen), Daniel Kleczyński (music composer) and Bartek Gałązka (level designer).
Hans Kloss (video game) | Development
Dariusz Żołna created some of the art assets: the background graphics, the Goliath mine sprites, the font and the plans of the V-1 flying bomb, which were copied by hand from a book illustration. After the release of "Hans Kloss", Żołna kept developing computer games ("The Jet Action", "Digi Duck"). While "Hans Kloss" never received a proper sequel, in part due to concerns over using the copyrighted character, in 1993 Żołna released a similar game named "Spy Master", a spiritual sequel where the player controlled Kloss's grandson. Nevertheless, "Hans Kloss" remains his most successful production.
Hans Kloss (video game) | Development
Ken Haywood produced the original concept for the game and worked with Intelligent Games's own Richard Guy on the final design. The original design called for a "Myst"-style pre-rendered environment. As development progressed, the team switched to real-time 3D. The game features music written by Ray Shulman and Kerry Minnear, both former members of Gentle Giant.
Azrael's Tear | Development
"MIST - My Incredible Superhero Team", was in development by July 1995 and set for release in November. It used Bullfrog's Skeletal Mapping (a technique with which a skeleton's actions are calculated by a computer, rather than the artist drawing every possible animation a character could perform) to make it possible for players to create superheroes, according to Peter Molyneux. "Edge" stated that the game featured a "fully modelled" city, textured polygon characters, and a Pentium mode that runs at 30 frames per second. The development of the original demo was headed by Glenn Corpes, with Fin McGechie in charge of graphics.
The Indestructibles (video game) | Development
The remastered edition features new animated movies by Gibbons, a context-sensitive help system and improved audio quality. The game was released on the App Store on October 7, 2009. The animated movies in the iOS remastered version make use of the original stills and use a sliding paper-like style to animate them.
Beneath a Steel Sky | Freeware release and Remastered edition
During this time, he worked on the script. Since the game would have branching scenarios, he felt as though he was writing a gamebook. Once a team was built, Yoshimiru spent the first six months working with programmers to help them understand the type of game he wanted to build. While the programmers spent three months creating the basic framework for the game, Yoshimiru worked on the script. He would first create flowcharts to show how the story would unfold, then write the script based on the flowcharts. As there were no word processors at the time, all this work was handwritten.
Metal Slader Glory | Planning
Video game designer, writer and director Charles Cecil began working on the scenario for "Broken Sword", Revolution Software's third game following "Lure of the Temptress" (1992) and "Beneath a Steel Sky" (1994), in 1992, which would be set in Paris with a Knights Templar storyline. After visiting Paris and reading "The Holy Blood and the Holy Grail", Cecil was certain the Templars would be a good subject for a game. Cecil, Dave Cummins and Jonathan L. Howard began work on the story and design. Cecil and Cummins attended a film-writing course and their script was read by senior BBC scriptwriter and dramatist Alan Drury.
Broken Sword | "The Shadow of the Templars" and "The Smoking Mirror"
Programmer Warren Davis wrote that he was inspired by a pattern of hexagons implemented by fellow Gottlieb developer and "Mad Planets" designer Kan Yabumoto. In a different telling, the initial concept began when artist Jeff Lee drew a pyramid of cubes inspired by M. C. Escher. Lee believed a game could be derived from the artwork, and created an orange, armless main character. The character jumped along the cubes and shot projectiles, called "mucus bombs", from a tubular nose at enemies. Enemies included a blue creature, later changed purple and named Wrong Way, and an orange creature, later changed green and named Sam.
Q*bert | Concept
Meanwhile, Kenny Lee was responsible for the game's programming and art. The game, programmed in Adobe Flash, was originally developed with just a text display, but Lee decided to make it "a "Hugo['s] House of Horrors"-type game" with primitive graphics as well as text. Elaborating on the art style of the game, Kenny Lee said he was inspired by adventure games produced in the Enhanced Graphics Adapter (EGA) display standard. He encountered difficulty emulating the 16-color palette due to newer applications enforcing visual improvements, such as anti-aliasing and a widened color palette, by default; because of this, he had to use Deluxe Paint, an older graphics application, in order to force the limited palette and screen resolution.
Don't Shit Your Pants | Development
He was first inspired by miniature golf and captivated by the idea that a playfield's contours influenced a ball's path. Cerny began testing various ideas using Atari's digital art system. After deciding to use an isometric grid, Cerny began developing the game's concept. His initial idea involved hitting a ball in a way similar to miniature golf, but Atari was unenthusiastic. Cerny next thought of racing games and planned for races on long tracks against an opponent. Technology limitations at the time were unable to handle the in-game physics necessary for the idea, and Cerny switched the game's objective to a race against time.
Marble Madness | Development
Despite the success of "Beneath a Steel Sky", it was the company's next game that they would become best known for, and which would have both the biggest critical and commercial success. "" was released for PC and PlayStation in 1996 and was later ported to the Game Boy Advance in 2002. The game revolves around the story of George Stobbart, an American tourist whose holiday in Paris is rudely interrupted by a bombing. Investigating, he runs into photo-journalist Nicole Collard, and the two embark on a globe-trotting adventure. The hand drawn graphics, story and characters, and gameplay helped make the game a hit, and cemented the company's reputation for story driven games.
Revolution Software | 1996–1997: "Broken Sword: The Shadow of the Templars" and "Broken Sword II: The Smoking Mirror"
On 19 August 2012, TopWare Interactive announced "", an official video game adaptation and expansion of the film, to be developed by Reality Pump Studios. The game was described as an advanced space flight simulator game, with elements of the strategy and RPG genres.
Iron Sky | Video game
The popularity and success of "Joe Danger" led them to develop a sequel, "". Murray said that coming back to do a sequel after having left Electronic Arts from doing sequels led to a mid-life crisis for himself, and gave rise for the idea of "No Man's Sky", inspired by science fiction of the 1980s, with an entire universe of over 18 quintillion planets created through procedural generation. Developed by only a small four-person team led by Murray, "No Man's Sky", was revealed at the VGX 2013 award show and generated a large amount of hype for the game. On 24 December 2013, the studio's offices were flooded after a nearby river broke its bank, with much of the hardware used in the development of the game being destroyed, but they were able to recover most of their projects' code and were able to relocate.
Hello Games | History
To maintain control of the pacing and quality in an ever-changing plot, he thought of it as a rubber band; "the player can stretch or deform the rubber band through his actions, but whatever he does the backbone of my story is always there". The American setting and classic archetypes were deliberately chosen for accessibility. The design document took him a year to finish, was composed of 2,000 pages, and required comprehensive directions to avoid any sudden alterations to the production. "Fahrenheit" entailed nearly eighty in-house employees, in addition to sixty stuntmen and actors who performed over twelve hours worth of facial and motion capture animation, which they concluded in three months, and three hours of voice work.
Fahrenheit (2005 video game) | Development and release
The associate producer of "Red Steel", Jean-Baptiste Duval, said in an interview with Australian video game magazine "Hyper" that the game runs on a modified Unreal Engine 2.5. He said that much of the Ubisoft staff had worked on the engine and knew its strengths and weaknesses. The graphics of the game have been designed to achieve a defining artistic style rather than photorealism.
Red Steel | Development
"Beneath a Steel Sky" is a 2D adventure game played from a third-person perspective. The player uses a point-and-click interface to interact with the environment and to guide protagonist Robert Foster through the game's world. To solve puzzles and progress in the game, the player collects items that may be combined with one another, used on the environment, or given to non-player characters (NPCs). The protagonist converses with NPCs via dialogue trees to learn about the game's puzzles and plot. Clues and other information are obtained by clicking on items in the inventory and on objects in the environment. Unlike in most adventure games at the time, the protagonist's death is possible, after which the player starts from the last save point.
Beneath a Steel Sky | Gameplay
Upon returning to his nearby B&B, he asked the owner, a man named Crabtree, about the hotel and station, but he knew nothing of their history, simply that they were there. It was this air of mystery that first led Boakes to consider a video game in such a setting. He was also inspired by the "Sapphire & Steel" serial "The Railway Station", which was set in an abandoned train station and featured "two existential 'time agents' [who] visited an old railway station to get to the bottom of a 'time rip'. Something was bringing the dead back into our world as embittered spirits." When he got back to London, he wrote a narrative outline of his proposed game, which he ultimately developed into an unpublished short story called "Dark Fall".
Dark Fall | Development and release
At the same time, he started building locations for the game using macromedia software. On Easter Sunday, he returned to Dorset with a camera, a video camera and tin foil for collecting samples, determined to get further into the buildings. However, he was shocked to discover they were gone; demolished to make way for a housing estate. As such, he had to rely on his imagination to create everything, with the exception of the buffet room, which he based on the actual room he had explored, and the caves under the hotel, which were partly inspired by the Dan yr Ogof caves in Wales.
Dark Fall | Development and release
"No Man's Sky" was an attention-getting concept that the studio had since inception. Murray described that in bringing on board Dave Ream, the team's creative director, that Murray described how there are skyscrapers in the world that are well visible but built on standard designs, and then there are smaller, minimalist architectural designs, which is the direction that Murray wanted to take the studio. Ream agreed, but insisted that the studio at some point would make the game equivalent of a skyscraper, a game they could develop without any limitations. This proverbial game, "Project Skyscraper" was kept in mind as the studio began to expand and acquire the necessary finances to pursue other titles besides "Joe Danger".
Development of No Man's Sky | Concept and inspiration
Różalski created concept art illustrations for the 2017 "" film. In 2018 an artbook featuring his works, titled "Howling at the Moon," was published. The 2016 board game "Scythe" was inspired by his art; Różalski has contributed dozens of illustrations for the game. It is the first major work in what Różalski calls the "1920+ universe," set in an alternative history universe, around the time of the Polish–Soviet War, but incorporating science fiction elements like dieselpunk or steampunk airships and mecha. The next major installment in the 1920+ series is the "Iron Harvest" real-time strategy video game, in development by King Art Games, announced in 2016.
Jakub Różalski | Works
Carmack found that this was largely due to the limitations of personal computers of the time, which had difficulty displaying a fast action game in 3D due to the number of surfaces it needed to calculate, but felt that the increasing computational power of PCs meant that it may be possible. During 1991, he experimented with limiting the possible surfaces the computer needed to display, creating game levels with walls designed only on a flat grid rather than with arbitrary shapes or angles. He also took the unusual approach of creating the displayed graphics through ray casting, in which only the surfaces visible to the player were calculated rather than the entire area surrounding the player.
Wolfenstein 3D | Development
"No Man's Sky" represented Hello Games' vision of a broad, attention-getting game that they wanted to pursue while they secured their financial well being through the "Joe Danger" series of games. The game's original prototype was worked on by Hello Games' Sean Murray, who wanted to create a game about the spirit of exploration inspired by the optimistic science fiction of Isaac Asimov, Arthur C. Clarke, and Robert Heinlein, and the cover artwork of these works in the 1970s and 1980s. Development expanded into a small four-person team prior to its first teaser in December 2013. About a dozen developers worked on the game in the three years leading up to its release, with Sony Interactive Entertainment providing promotional and marketing support.
No Man's Sky | Development
With Steve Ince he began to explore new ideas and in 2006 he founded 720games to publish their own gaming projects. In the same year he presented his game "Blocster", a single player puzzle game. Besides his work on new editions of Beneath a Steel Sky and the first two Broken Sword Games (2009/2010), he worked on various games that weren't developed by Revolution, including "A Christmas Carol" and "Sticky Blocks". Warriner is currently working at Shifty Eye Games, and writing a Metroidvania game on the side.
Tony Warriner | Introduction
Before entering the game industry, Ince earned a degree in astronomy and astrophysics at the University of Newcastle-upon-Tyne (1979). After a few jobs, including writing and drawing a cartoon strip for a local newspaper, he managed to get a job at Revolution Software in February 1993, about two years after the company was founded. He was hired by Revolution as an artist to work on what would become "", but he also worked on Beneath a Steel Sky, which had already been in production for some time. As he was also doing a lot of organising, Revolution's MD Charles Cecil asked him to become producer of the "Broken Sword: The Shadow of the Templars", and he was also the producer of its sequel, "".
Steve Ince | Early career and Revolution Software
"Below" was announced at Microsoft's E3 2013 event. The project had been in development for years. The company had discussed ideas for the game, particularly the difficulty element with Capybara's Kris Piotrowski. Capybara compared the game to "roguelikes of yore", as a "roguelike-like" with design choices like permanent death and high difficulty. The game punishes recklessness and is designed for fair, but rigorous combat. Capybara president and co-founder Nathan Vella called the game the company's largest by number of features, artwork, and development time and difficulty. He described the game as a "super video game-y video game" for its aesthetics, soundtrack, and game mechanics.
Below (video game) | Development
In 2008 his book on Frank Luke Jr., "Terror of the Autumn Skies", was released (Skyhorse Publishing, 2008). Pardoe designed the "Domination" role-playing game, which was published by StarChilde Publications in 1989. Blaine has written material for numerous game companies including FASA, GDW, Catalyst Game Labs, and others, contributing to no less than eight fictional universes. He is an avid RPG and tabletop gamer. His most recent game-related novel, Forever Faithful, is set in the BattleTech/Mechwarrior universe.
Blaine Pardoe | Introduction
In August 2003, the game was released as freeware with its assembly language source code by Revolution Software. The source code availability made it possible for the ScummVM project to support the game, which allows the game to be played on Windows, OS X, Linux, Windows CE and other compatible operating systems and platforms. In November 2011, James Woodcock released an enhanced soundtrack of the game for ScummVM. The game is also available for free download on digital distribution services, including Desura and GOG.com. In July 2009, Revolution announced that a remastered edition of "Beneath a Steel Sky" would be released on iOS later that year.
Beneath a Steel Sky | Freeware release and Remastered edition
According to Hollis, "The benefit of this sloppy unplanned approach was that many of the levels in the game have a realistic and non-linear feel. There are rooms with no direct relevance to the level. There are multiple routes across the level." After the first year of development, Rare decided to add more staff to the project. The first addition was designer David Doak, who helped with the level designs and worked on the game's AI scripting. He explained how the game's stealth elements were implemented: "Whenever you fired a gun, it had a radius test and alerted the non-player characters within that radius.
GoldenEye 007 (1997 video game) | Production
The motion controls were dropped when it became a PlayStation 4 game. The story was written by Larry Fessenden and Graham Reznick, who sought to create the video game equivalent of a slasher film. The development team took inspiration from various sources. These include the movies "Evil Dead II" and "Poltergeist", and video games "Heavy Rain", "Resident Evil", and "Silent Hill". To ensure the game was scary, the team used a galvanic skin response test to measure playtesters' fear levels when playing it. Jason Graves composed the soundtrack and Guerrilla Games' Decima game engine was used for the graphics. Several noted actors, including Rami Malek, Hayden Panettiere, Meaghan Martin, Brett Dalton, Jordan Fisher, Nichole Bloom, and Peter Stormare, provided motion capture and voice acting.
Until Dawn | Introduction
His peers believed that a game where the protagonist runs away from the enemy would not work, but he continued on despite these concerns. Due to lack of staffing resources, developer Human Entertainment could not include mouse support and also needed to shrink the map down significantly. Although the graphics are two-dimensional, the mansion is designed within a 3D space. The character graphics in "Clock Tower" were created by digitizing photographs of real people, a popular technique at the time. The actress for Jennifer was a woman in Human's planning division. Many of the motions in the game came from her acting, such as hanging from a roof and stumbling in the hallway.
Clock Tower (1995 video game) | Development
During the planning phase, staff members introduced their favorite things into the game design document that read like a sequel to "Indiana Jones", however it took time and proved troublesome for the team to implement what they wanted, in addition of balancing issues with the whip attack and its use to move across causing internal issues. Nakamura was told that creating such project was deemed impossible and was nearly scrapped, with one of his co-workers from "Boogie Wings" questioning Data East over their decision of cancelling "Edward Randy" at the planning phase. However, Nakamura was told to make a sample and the project became a game once the artist drew some graphics.
The Cliffhanger: Edward Randy | Development
Elson was originally slated to create the game's box art, but at the last moment was pre-empted by the publisher's decision to use a 3D rendered scene. Born in Ealing, west London, he died of a heart attack in Skegness while working on mural paintings for Butlins. Most of his original work is now owned by his sister.
Peter Elson | Introduction
He asked some friends who are inexperienced with bullet hell shooters to test the game, and found that they were able to complete it. He felt that the game's difficulty is optimal, particularly considering the complications involved in adding another difficulty setting. The game's dialogue system was inspired by "Shin Megami Tensei" (1992), particularly the gameplay mechanic whereby players can talk to monsters to avoid conflict. Fox intended to expand upon this mechanic, as failing to negotiate resulted in a requirement to fight. "I want to create a system that satisfied my urge for talking to monsters," he said. When he began developing this mechanic, the concept of completing the game without killing any enemies "just evolved naturally".
Undertale | Game design
Once he was convinced he could create manga-style artwork with computers, he began creating Famicom artwork regularly. Yoshimiru began doing freelance work for HAL Laboratory while at Work House. HAL Laboratory was a successful independent video game developer and publisher. They were primarily building tools and technology to aid in development, but the success of the Famicom drove them to start developing their own games. Yoshimiru did artwork for games such as "Gall Force", "Keisan Game: Sansuu 5+6 Nen", and "Fire Bam". HAL prepared a desk so he could work from the main office in Kanda, Tokyo. Students and freelancers were proposing projects to HAL at this time, so Yoshimiru began working on an original game based upon his cancelled "Fixallia" manga.
Metal Slader Glory | Background
Anna Ufnowska's inspiration for designing the game came from the intricate weaving of a pair of slippers. The project began in late February 1988 and took seven months to put together.
Incredible Shrinking Sphere | Development
Working with the tiles to create impressive imagery and save space was the main reason for the game's protracted development. Yoshimiru created his artwork with home television sets in mind versus the professional video monitors used in the office. Before creating pixel art, he would always draw his ideas first. When transferring his ideas into computer graphics, he conveyed his pencil work through careful use of color. He placed medium shades between dark and light shades, effectively a fake anti-aliasing technique. Three assistants helped with converting his pencil drawings to pixel art. Animation was also important to Yoshimiru, so he made sure to add expression and emotion into each scene.
Metal Slader Glory | Graphics
Gossett stated during development that coming up with designs that would be clear and not confusing in the game's environment was a challenge, since 3D gaming was a relatively new medium which he and the rest of the team were still learning how to work with. Two key members of the development team had a background in the "Virtua Fighter" series; lead programmer Franscois-Yves Bertrand developed the camera and collision system for "Virtua Fighter" and "Virtua Fighter 2", and lead modeler/animator Jeff Buchanan worked on the models and animations for "Virtua Fighter". The game was demonstrated at the September 1996 European Computer Trade Show.
Pitfall 3D: Beyond the Jungle | Development
In recent years he has created 3D architecture, textures and models for many well known computer games including "Daikatana", "Anachronox", "", "American McGee's Alice" and Valve's "Counter-Strike", "Half-Life 2", "Portal 2", "Day of Defeat" and "Team Fortress 2". In December 2005, Iikka completed "Argentan", a map for the multiplayer video game "".
Iikka Keränen | Introduction
They are, and always have been, dead." Cawthon used Clickteam Fusion 2.5 to develop the game and Autodesk 3ds Max to model and render the 3D graphics, and the game took six months to create.
Five Nights at Freddy's (video game) | Development
The inspiration for creating the game came from the atmosphere of the SS Jeremiah O'Brien ship. Developer Drew Huffman had many issues to consider in the game's creation, especially fitting the game on to portable storage devices and decided the game would be a CD-Rom game. A utility used to develop the game was Macromind Director. Another issue was the long loading times between animation. QuickTime was insufficient for the game, so Drew made use of the PACo engine from the Company of Science and Art.
Iron Helix | Development
Projects on which he worked while at 42 Entertainment included "Why So Serious" (for the film "The Dark Knight"), "Year Zero" (for the Nine Inch Nails album ""Year Zero""), "The Vanishing Point" (Microsoft's Vista Release), "Dead Man's Tale" (for the film ), and "Last Call Poker" (Activision's Game "Gun"). In 2003, Steve was a designer for "Metacortechs" (an independent Alternate Reality Game based in the "Matrix" universe), and founded both the Alternate Reality Gaming Network (now ARGNet) in 2002, and Vital Interactive Media in 1987.
Steve Peters (game designer) | Introduction
Jump Games released a fighting video game based on the film for Android and iOS devices, and Yuke's made a game for the PS3 and Xbox 360. An arcade game was also released by ICE (Innovative Concepts in Entertainment).
Real Steel | Video Game
In 1984, David Jones, Russell Kay, Steve Hammond and Mike Dailly often met at the Kingsway Amateur Computer Club (KACC) in Dundee, Scotland. While Jones used an Amiga 1000, the others used Sinclair Spectrum or Commodore 64. They developed numerous small games while attending the KACC: Jones and Kay developed "Moonshadow" (eventually renamed "Zone Trooper"), Daily developed "Freek Out", and Jones and Dailly collaborated on "The Game With No Name". When later attending the Dundee Institute of Technology, Jones began development on a game tentatively titled "CopperCon1", working under the temporary name "Acme Software", alongside Kay, Hammond and Dailly. To publish the game, Jones first approached Hewson Consultants, where Andrew Braybrook played and recommended the game.
Rockstar North | Background (1984–86)
"Solipskier" was designed for the Adobe Flash platform. Michael Boxleiter and Greg Wohlwend had worked on Flash games earlier as Intuition Games. The idea for the game came from a brainstorming session about parallax scrolling, and was revised in fits of creativity. They paired the parallax scrolling with speed, and eventually Boxleiter "blurted out with wide-eyes" that the player could "paint the terrain to determine the speed of the character". They chose a snow or snowmobile theme and began to prototype that same night. Boxleiter used skills he had acquired from previous games (heightmaps from "Dinowaurs" and bitmap drawing from "EON") to make a mockup within hours: a red ball that moved along with a slope (made with the mouse) and floated down slowly when suspended in air.
Solipskier | Development
Graeme Morris worked for TSR UK Ltd between 1981 and 1988. He designed for "Greyhawk", "Dragonlance", "Mystara", generic "AD&D", "D&D" and "Star Frontiers". He also contributed to the design of the original "Fiend Folio" tome as the creator of the hoar fox. Morris contributed to the cartography, editing, and production for the U1-3 module series, "The Sinister Secret of Saltmarsh", "Danger at Dunwater", and "The Final Enemy". He also contributed to the UK1-7 modules with cartography, design, and development for UK1 "Beyond the Crystal Cave"; concept, design and writing for UK2 "The Sentinel" and UK3 "The Gauntlet"; author and storyline for UK4 "When a Star Falls"; author and production for UK5 "Eye of the Serpent"; and storyline for UK6 "All That Glitters" and UK7 "Dark Clouds Gather".
Graeme Morris (game designer) | Career
Helen Reidy had a background in teaching, while David had fonder memories of activities between lessons and designed the game around this. The characters were based on schoolboy characters he read about as a child, including "Just William" and "The Beano's" "The Bash Street Kids". He later clarified that "each of the rooms would look like a frame in a comic". David Reidy considered himself to be more proficient as a programmer and engineer, and decided the game's graphics would benefit from a separate designer. He recruited a family friend, Keith Warrington, who was studying graphic design. Warrington learned the rudiments of computer graphics from David, and drew the characters as line drawings on squared paper.
Skool Daze | Background
Superman: The Man of Steel is a 1989 video game, based on DC Comics' flagship character Superman. It was developed and published by UK software company Tynesoft under license from First Star Software.
Superman: The Man of Steel (1989 video game) | Introduction
The game was designed by Dan Marshall and Ben Ward. They were roommates at the time of the game's development, with the game being designed in a pub.
Ben There, Dan That! | Development
Due to the lack of artificial light sources in the game's world, the team was forced to work with natural light. To achieve high quality lighting, they used lightmaps. The use of lightmaps led to various problems, such as the discontinuities in the lighting; this was fixed by slightly modifying the texel intensities. When characters were added to scenes, they initially looked out of place; the addition of a shadow generally fixed this. The game's opening credits were directed by Kevin Joelson and designed by Henry Hobson. Original concept development for the opening sequence began in late January 2013, and full production began in March 2013.
Development of The Last of Us | Art design
The difficulty of the game was said to be higher than previous "Parodius" games. The "YOU LOSE" game over message was added right before the project deadline to intentionally frustrate the player, a concept shared by fighting games. The "Semi-Auto" playmode was added to make players mostly unfamiliar with shooters able to play it more easily; Tsukasa had previously used this concept in the Super Famicom conversion of "Gradius III". Shuzilow designed most of the in-game bosses; when designing the stage 4 boss "Crazy Core", he envisioned it to originally be a generic robot-like character with traffic lights, but after making further additions to its design made it what he called "absurd and unrecognizable".
Gokujo Parodius | Development
In 2008 they designed "Pigeon Pinata Pummel", and in 2009 they designed "Pitfall! Live at the Tank", which won "Best Spectacle". Finally in 2011 they designed "Killer Queen", which is the field game that provided the inspiration for the arcade game of the same name. "Killer Queen" won "Best in Fest" as well as "Deepest Strategy". He has been interviewed by Polygon, Kotaku and GameSpy. His work has been reviewed by indiestatik, GameDev.net, MacAddict, PC Gamer, AppSpy, and The Portable Gamer. Writing credits include "Using Software Prototypes In Game Design" an article that appeared in the book "Game Design Workshop" by Tracy Fullerton and Chris Swain.
Nikita Mikros | Introduction
Another short demonstration for the engine made in March 1995 by Terry F. Hamel, an additional level designer for "Blood" by Monolith Productions and a "Doom" custom mapper. The player had to escape from a military compound by bypassing an energy barrier to pick up an elevator key. A separate game by this title was also created by Robert Cureton using the GCS.
Pie in the Sky (game engine) | Meltdown
Gary Winnick founded Horizon Zero Graphiques with Frank Cirocco in 1974. There, he was the editor, artist, and writer for the comic magazine "Venture", which ran until 1976. Horizon Zero Graphiques also published the comic magazine "Mindworks" by Brent Anderson, which included art by Gary. He began his video game career at LucasArts as the only artist and animator at the then-newly formed Lucasfilm Games Division in 1984. He worked as an artist and animator on the early games by Lucasfilm Games, before he became co-designer of the 1987 adventure game, "Maniac Mansion". He continued working on art and animation at LucasArts, and became the art department supervisor on in 1989.
Gary Winnick (game developer) | Career
He also created the opening and closing animation sequences for the video game "Beyond Shadowgate". He worked with actress/models such as Brinke Stevens and Crystal Gonzales.
Jim Holloway (artist) | Works
Despite Maeda not originally planning to submit an idea himself, he offered one as an example, but he was surprised when his idea was instantly accepted as the basis for what would become "Summer Pockets". Maeda decided not to write the scenario for the game due to similarities in themes with Key's visual novel "Air" (2000), which he primarily wrote. Kai began expanding on the concept with Maeda sitting in on production meetings, but Maeda was later hospitalized, leading Kai to request that more writers be brought on for the project. Niijima had previously worked on visual novels for Saga Planets, another brand under Visual Arts, but he resigned from Saga Planets in 2012.
Summer Pockets | Development
After seeing Boxleiter's draft, he used crisp colors to make distinct gate markers and made the foreground highly contrast with the background. Their early drafts had a nighttime theme and included an aurora that was later cut due to difficulty of implementation in Flash. Wohlwend left the character design for last as his "weak point". Boxleiter was particularly inspired by the idea of a skier replacing the snowmobile, and set up the parallax scrolling and motion blur, which made the skier appear to go faster. He also added the "tunnel" idea as a series of gates. They animated the skier, who they gave an "ego-tastic" large head on a stick figure body, and decided to not use tutorials, opting for a game that began with the player's first click.
Solipskier | Development
Dave Wesely developed "Strategos C" for wargames set during the American Civil War, and it circulated in draft form in 1969, acting as a precursor to "Valley Forge" (1976).
David Wesely | "Strategos C"
Druckmann moved to Pittsburgh, where he attended Carnegie Mellon University (CMU); in August 2003, he began his Master's degree in Entertainment Technology at the Entertainment Technology Center. As part of the degree, he took a game design class by Jesse Schell, which taught him philosophies he would use later. In April 2004, Druckmann developed the game "Dikki Painguin in: TKO for the Third Reich" for the Nintendo Entertainment System as a student at Carnegie Mellon, in collaboration with fellow student Allan Blomquist.
Neil Druckmann | Early life
Developers insisted early on that "Crimson Skies: High Road to Revenge" would not simply be a port of its predecessor "Crimson Skies". Although Project Art Director Robert Olson complimented the radio play that frames the campaign of the previous title, he notes that a different presentation was needed for the game's new target audience. The development team decided upon an adventure along the vein of the "Indiana Jones" franchise, adding elements of "over-the-top, 1930's pulp-fiction style action", such as the game's boss battles. The style chosen by the developers led them to hire Drew Struzan, the artist responsible for the "Indiana Jones" film posters, to do the box art.
Crimson Skies: High Road to Revenge | Development
Over the years, Foster learns engineering and technology and builds a talking, sentient robot called Joey. Joey's personality is stored on a small circuit board, which can easily be inserted and removed from many types of robot. This allows him to change bodies as the situation requires, provided his circuit board is not damaged. His commentaries on the current "shell" he is in are a running gag throughout the game. As the game starts, Foster is kidnapped and his tribe annihilated by security soldiers sent from Union City by its all-powerful computer, LINC ("Logical Inter-Neural Connection"). The abductors refuse to give Foster any explanation as to what is happening.
Beneath a Steel Sky | Plot
In 1992, he was the designer, artist, and animator on Defenders of Dynatron City and co-wrote the comic based on the game, with Steve Purcell. Before leaving LucasArts in 1993, he contributed dialog and story to the sequel to "Maniac Mansion", Day of the Tentacle. After leaving LucasArts, he joined Spectrum Holobyte as an art director. In 1995, he co-founded the video game company, Orbital Studios, where he served as executive producer. In 1996, he returned as a partner at Horizon Zero Graphiques, which was rebranded Lightsource Studios. He also co-created the comic book "Neomen" with Frank Cirocco in 1987 and created the comic book "Bad Dreams" in 2014.
Gary Winnick (game developer) | Career
Sans is listed in the credits as being created by Toby Fox with "special inspiration" from J.N. Wiedle, author of the web comic "Helvetica", a series about an eponymous skeleton named after the Helvetica typeface. His first concept drawing was made by Fox on a college notebook. The song that plays during his fight, "Megalovania", was originally composed for an "EarthBound" ROM hack for Halloween of 2009, where it serves as final boss music for the alternative version of Dr. Andonauts, one of the few major characters from that game. Although the song was later featured in "Homestuck", "Megalovania" principally rose in popularity after the release of "Undertale", spawning many internet remixes and memes.
Sans (character) | Development
In 2002 Le Lombard published a video game for Microsoft Windows, entitled" " and developed by Cryo Interactive Entertainment. In 2016 there is announced that comic is going to be a series directed by Florian Henckel von Donnersmarck. The script was started in 2017 and it stands as in development in 2018 on imdb.
Thorgal | Other media
"Beneath a Steel Sky" was critically acclaimed. In 1995, "PC Gamer" awarded it the "Best Dialogue" award, and it won the "Best Adventure" award at the "Golden Joystick Awards". It was also a commercial success, reaching the number one place on the British Gallup charts. Eurogamer's Simon Parkin later summarized that it "sold extremely well", with lifetime sales between 300,000 and 400,000 units by July 2009. Parkin noted that the majority of its sales derived from European countries. "CU Amiga"s Tony Dillon proclaimed "Beneath a Steel Sky" as "one of the greatest adventures ever." "Amiga Format"s Rob Mead said that the game is an "Utterly brilliant", "massive, intense and atmospheric adventure which will keep you on tenterhooks right until its final startling conclusion." "PC Gamer US"s Steve Poole called it "slick, funny," "absorbing" and "one of the most playable adventures of all time" "that will appeal to a wide variety of gamers".
Beneath a Steel Sky | Critical reception and commercial performance
Makoto Kano (credited under his last name) was tasked to create the scenario, and Hiroji Kiyotake (credited under his last name), Hirofumi Matsuoka (credited as "New Matsuoka") and Yoshio Sakamoto (credited as "Shikamoto") designed the game's characters. The character design for Samus Aran was created by Kiyotake. The production was described as a "very free working environment" by Tanaka, who stated that, despite being the composer, he also gave input for the game's graphics and helped name the game's areas. Part way through development, one of the developers asked the others, "Hey, wouldn't that be kind of cool if it turned out that this person inside the suit was a woman?" This idea was incorporated into the game, though the English-language instruction manual for the game uses the pronoun "he" many times in reference to Samus.
Metroid (video game) | Development
Richard Berg designed or co-designed the following:
Richard Berg | Wargames
Like Obsidian it exhibits colorful rooms that were typical for his early designs. Because Artic was already coming to an end, the game was finished for Telecomsoft and published in 1987 by Firebird. In the same year he got a new job at Paragon Programming, started by Cecil, and at Paragon various games were converted to other platforms. When Cecil went to work for U.S. Gold, Warriner drifted around for some time, doing 8-bit games programming here and there. One of the games he created in this period was "Death Stalker". The arcade adventure is set in a mystical world of ghouls, spells and wizards, in which the player must find the lost key of darkness and descend to the deeper dungeons.
Tony Warriner | Early career
He attended all design meetings and ultimately designed the way art would be implemented into the "Fallout" engine. The small team size also contributed to the diversity of the tasks. Anderson created a large part of the opening cinematic, modeled and animated around half of the creatures, including female humans and mutants. He also built the interface, created many of the landscape tiles and wall sets. Finally, he did significant design work as well, especially concerning the story and the quests. Anderson's wife also contributed to the development of the game, creating the death screen and doing several animations (including the two-headed Brahmin and Mr.
Jason D. Anderson | Interplay Entertainment (March 1994 – July 1997)
The characters were designed by former Marvel Comics artist Kurtis Fujita. According to Fujita, "The main idea and theme of "Vs." was to create a game which had characters that Americans could identify with, while still maintaining the visual flair of Japanese anime and manga." Some of the characters, such as Harold, were designed by Fujita on spec, before he knew of the street gang theme that THQ wanted for the game. The characters were animated using motion capture footage recorded at Polygon Magic's Tokyo studios. The soundtrack includes music by Razed in Black, Los Infernos, Suicide Machines, and Pigs in Space.
Vs. (video game) | Development
In "Vanquish", developed by PlatinumGames, the art style is based on "Casshern". In one of the boss fights the main character drills through a robot by spinning in place at high speed, similarly to Casshern. Concerning the game's development, director Shinji Mikami is quoted as saying: "I was inspired by "Casshern", so I wanted to make a game like that. If I went ahead and made the exact game I wanted, it probably would have been like "Casshern", where you punch and kick the entire way through. But obviously if it were a game with only punching and kicking, I already did that with "God Hand".
Casshan | Legacy
TubeTwist, along with its story element, was originally conceived and developed by Keith Johnston and Mike Panico of Pinoli Software, who partnered with 21-6 Productions to assist in producing the game. The final core team to create the game, along with Johnston and Panico as game designers, was Justin Mette as executive producer, Dave Calabrese as artist/scripter/storywriter, Mike Panico in further roles as texture artist, environment designer and modeler, Chris Brethren as level artist, and Matt Sayre as the game composer who created the audio and music to the game.
TubeTwist | Development
In another interview, David Gray also admitted to being inspired by "Captain Comic" by Michael Denio, stating "This was the first computer game I saw with large cartoon like characters that moved fluidly and I tried to emulate it." He also mentioned that the Windows Point-and-Click port was inspired by "Beneath a Steel Sky".
Hugo's House of Horrors | Inspiration