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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'. |
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. |
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 2005 |
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