![]() The first level we prototyped had a huge tree in the background, and the humans were in small huts. ![]() Initially we were planning on having brighter colors, blue skies, and a more naturalistic tone, to represent environments that we thought would be the human habitats. Preliminary concept art for an early version of the game.Īesthetically, we started out on a somewhat lighter note. Since both games shared a similar design approach (being shoot 'em ups mapped onto a 3D surface), we were able to utilize many of the existing sub-systems and start working on the base version of RESOGUN immediately. We started implementing the game using the Super Stardust Delta engine. In the context of our early development, this meant that RESOGUN was initially targeting PS Vita hardware, and all the technical possibilities and limitations that came with that. When considering possible multi-platform development though, the weakest platform always becomes the lead. At the time we had PS3 and PS Vita dev-kits in house, so we used those as a reference for potential platforms. In the beginning we were fairly platform-agnostic. I remember when Harri Tikkanen, our creative director, first showed the video to me being a huge shoot 'em up fan I instantly recognized this as my dream project, and I insisted I'd work on the game if we went ahead with it. The pre-production process was rather simple: Before we started development we made a concept video of the game, featuring a rough estimate of what the visuals and gameplay would be like. The "RESO-" prefix touches upon the concept of high " RESOlution", and the "-GUN" postfix was added since - being a shoot 'em up - we predicted you'd occasionally be shooting things. The name " RESOGUN" was coined by Petteri "Petsku" Putkonen, one of our guys at the time. ![]() We quickly came up with a few concepts to utilize this aesthetic approach: one of them was a shoot 'em up, another morphed into an unreleased mobile game, and a few more never made it out of concept phase. During the time of RESOGUN's inception, we were considering ideas for our next big game and voxels seemed like a natural way to express this "neo-retro" design philosophy. At Housemarque, we've been making arcade-style games for a while now by marrying timeless gameplay values with cutting-edge tech. Voxels are essentially 3D pixels, and are quite literally the building blocks of the RESOGUN universe. The core team was 12 members strong, with frequent support from our R&D and art departments, so in total about 20 people total worked on the original version of the game. ![]() RESOGUN was in development for a total of about 20 months or so, with an additional 12 months added to develop the two expansions for the game: Heroes and Defenders. ![]()
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