Technology

Stainless’ Technologies

We are highly experienced in PC, console and hand-held videogame development, and we're currently developing titles using both the Unity and Unreal engines. One of the core requirements of any good videogame developer is the ability to grasp new technologies and use them to their full potential, and this we do continually in an ever-changing tech landscape.

Beelzebub

Although in recent years we have focussed more on off-the shelf technologies such as Unity and Unreal, historically our work centred around our in-house flexible videogame development technology known as Beelzebub, which is still live in current titles.

Platforms supported:

  • Playstation 4, Playstation 3 including PSN
  • Xbox One, Xbox 360 including Live Arcade
  • Nintendo DS/DSi/3DS
  • Nintendo Wii
  • Android & iOS
  • iPhone and iPad (including Game Center)
  • Windows/Apple Mac OS X

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)
  • Force feedback support
  • Main loop and general game management
  • Fractal vegetation generation
  • World creation tools
  • 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
  • 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