Firmly positioned on technology’s cutting edge
Housemarque’s mature, versatile technology platform has been used in numerous published titles across several platforms – but this hasn’t stopped us from continuing to push the limits of what can be achieved in games. Our first-rate Tools & Technology team, a group of sublimely skilled individuals with years of industry experience, is continuously crafting tools to support our game development across many categories. When you consider how remarkably diverse our games are, especially given our status as a “small developer”, it’s easy to see what an invaluable asset our Tools & Tech team is. Thanks to them, we’ve been able to create games ranging from the hectic (Super Stardust HD™) and terrifying (Dead Nation™) to the relaxed (Golf: Tee It Up™) and fluid (Outland™).
Our proprietary technology has several components, including engines, libraries, a production pipeline and a game editor. Since our inception, it’s likely that our technology has been employed on more platforms than 90% of the world’s developers. For instance, in the early days we developed for Xbox, PS2 and Sega Dreamcast, and also for handheld platforms like Palm, Zodiac, N-Gage, Gizmondo, Symbian and J2ME/Brew. Today, our technology supports PS4, PSVita, PSP, NGP, PC, iOS, Xbox 360 and PS3, and adding new platforms is a cinch due to our platform-agnostic approach, our multi-functional tools and our technological acumen.
Here’s an overview of our proprietary technological infrastructure:
- Edge: development libraries including base system functionalities like data containers, resource management and linear algebra. Second-tier libraries provide access to system services such as game controllers, file systems and multithreading, as well as our in-game debugging and statistics services, memory management system and much more.
- Sasquatch: a game and graphics engine designed for modularity, portability, and, most of all, power. Sasquatch is mostly drop-in portable, making it easy to add a new platform and new features on a project-by-project basis. Significant modularity and well-defined roles allow components to be added or replaced with customized drop-in versions.
- The North Star System, which consists of two distinct modules: “Twister” and “Rock”. These modules, combined with Autodesk Maya, form a highly integrated yet customizable editor/pipeline/game engine/system.
- Twister is a powerful, flexible, easy-to-use content creation pipeline. Twister’s secret weapon is that it’s designer-oriented instead of technology-oriented, which allows designers and artists to work independently of programmers with tools they’re already familiar with.
- Rock is a set of industrial-strength libraries specifically designed to speed-up and simplify game creation. Rock has been under consistent development for over nine years…and counting.
Third-party components integrated into our framework:
- Havok – physics engine
- Box2D – 2d physics system
- Lua – scripting language
- Wwise – sound engine
- Fmod Ex – sound engine
Major third-party tools used in development:
- MS VisualStudio.net
- Autodesk Maya
- Various Maya plug-ins
- Adobe Photoshop
- SN Systems’ ProDG development suite
- Hansoft – project management software