We are experienced in PC, console and hand-held videogame development.
Where appropriate, our work centres around the use of our flexible videogame development technology known as Beelzebub.
Beelzebub is the name given to a large suite of routines and
sub-systems that share protocols, allowing each to talk to the other
without any additional work. Beelzebub is fundamentally cross-platform,
although some parts of it (such as the renderer) are almost entirely
different for each platform as soon as you look beneath the API.
World-building and scene creation tools accompany Beelzebub, and various plug-ins for programs such as Maya, 3D Studio Max and Photoshop complete the data pipeline.
Platforms supported
- Xbox 360, including Live Arcade
- PS3, Including the Playstation Network
- Nintendo Wii
- iPhone
- PSP
- PS2
- XBox
- Microsoft Windows Vista (including Game Explorer and Games for Windows - Live)
- All other Windows platforms
- GameCube and GBA
- Apple Macintosh
- Further hand-held and console platforms are also supported, but NDA restrictions prevent us from naming them
Principle Beelzebub components
- Low-level physics engine, now in its 6th generation
- High-level dynamics API that sits above the physics
- Car dynamics technology. 3rd-generation code, developed in conjunction with ProDrive (the Subaru rally team)
- Scene and texture animation system
- Low-level renderer
- High-level renderer
- 2D graphics routines (including blitting)
- World hierarchy management
- Level-of-detail management
- Texture management
- Unlimited multi pass texturing
- Multi texturing in a single pass on capable hardware
- Shadows, reflections, highlights, etc.
- Particle effects
- Other visual effects
- Sky boxes
- Character skinning
- Character animation
- Character physics
- Network transport layer
- Network physics
- Network game management
- Memory management with diagnostics
- Time management
- Action replay
- Sound system
- Mesh deformation and splitting system
- File I/O
- Script files
- Camera management
- Split screen and multi-viewport rendering
- Debugging and diagnostic aids
- Error handling
- Maths library
- Utility library
- Command console
- Input devices abstraction
- Force feedback support
- Main loop and general game management
- Fractal vegetation generation
- World creation tools