Blood Wake - Development

Development

Initial development began following the creation of the basic game engine by lead programmer Ralf Knoesel during his holiday break following the completion of Stormfront's previous release, a Hot Wheels racing game. Together with lead artists Tim Dean and Matt Small, they conceived a concept that was essentially "Twisted Metal on water." The team received permission to develop a prototype and Stormfront started looking for a publisher.

Enter Microsoft who was looking for a suitable development partner for an original IP they had developed that was likened to "Crimson Skies on water." While Stormfront's engine had been designed to support arena combat, they were confident it could be adapted to support the story-driven mission-based structure needed by Microsoft.

The development team grew under the direction of David Bunnett who hired a contract writer named David Ackerman-Gray to develop the story, and David Wessman to be the lead designer. Wessman had formerly been the gameplay and story lead for the highly acclaimed X-Wing series, and was eagerly welcomed to the team for his expertise in vehicular combat games. In addition, he brought a passion for research into the topic of small boat warfare and drew inspiration for the story and missions from histories of the American Civil War, the Opium Wars, World War II and the Vietnam War.

As the game took shape, the team was able to consistently deliver on its milestones up to a week early, thus earning considerable respect from Microsoft. When the game entered QA at Microsoft it was observed that testers who were not assigned to work on it nevertheless would spend their free time playing it. This was noted as an extremely good sign, and Microsoft began to think they might have a sleeper hit on their hands. Stormfront was granted a small extension to their schedule for additional polish.

Read more about this topic:  Blood Wake

Famous quotes containing the word development:

    Dissonance between family and school, therefore, is not only inevitable in a changing society; it also helps to make children more malleable and responsive to a changing world. By the same token, one could say that absolute homogeneity between family and school would reflect a static, authoritarian society and discourage creative, adaptive development in children.
    Sara Lawrence Lightfoot (20th century)

    The work of adult life is not easy. As in childhood, each step presents not only new tasks of development but requires a letting go of the techniques that worked before. With each passage some magic must be given up, some cherished illusion of safety and comfortably familiar sense of self must be cast off, to allow for the greater expansion of our distinctiveness.
    Gail Sheehy (20th century)

    Understanding child development takes the emphasis away from the child’s character—looking at the child as good or bad. The emphasis is put on behavior as communication. Discipline is thus seen as problem-solving. The child is helped to learn a more acceptable manner of communication.
    Ellen Galinsky (20th century)