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| SHELLSHOCK |
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| Published | ||||||
| May 1996 | ||||||
| Publisher | ||||||
| Eidos Interactive | ||||||
| Developer | ||||||
| Core Design | ||||||
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| My Role | ||||||||
| Sony PlayStation | Graphics and Design | |||||||
| PC | ||||||||
| SEGA Saturn |
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After working on a number of
16-bit projects that got cancelled in the changeover to the new wave of
machines such as the PlayStation and SEGA Saturn I found myself a lone
graphic artist/designer with no team and a great desire to break into
the world of 3D. So, armed with a brief to have a go at making a 'tank
game' and access to the 3D scaling sprite engine that was previously
used on the PC version of Core's prehistoric driving game 'BC Racers' I
began work on 'Shellshock'. |
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The intention was to make as many things in the game world destructible. |
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The
result was the creation of 'Da Wardenz' - a group of ex-soldiers, who,
like the A-Team many years before had left the military to fight for
justice with their own brand of outlandish hardware and secret base
that the Thunderbirds would have been proud of. The real departure
though, was to use Hip Hop culture as a springboard for the style -
everything was as big and loud as we could make it, and boy, did we
make it loud. |
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Back in the 90's $5000 would buy you a surface to air missile, a decent cup of coffee and you'd still have enough change for the taxi ride home... |
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| Additional Credits | ||||||||
| Mansoor Nusrat | PC Programming | |||||||
| Derek Leigh-Gilchrist | Sony PlayStation and SEGA Saturn Programming | |||||||
| Martin Iveson | Audio | |||||||
| Guy Miller | Design |
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| TEXT © SIMONPHIPPS 2009 |
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