The gestation of Geometry Wars

Written by Wil Harris

February 2, 2006 | 10:49

Tags: #bizarre-creations #creation #geometry-wars

Companies: #eurogamer

This isn't so much news as just a really interesting article for you guys to take a look at. When we reviews the Xbox 360 back at launch, we heralded Geometry Wars as one of the most stunning games available for the console.

Sure, it might not sport normal-mapped specular-lit subsurface-scattered polygons, but it has awesome 2D visuals and some highly addictive gameplay to boot. With Gotham beaten and Perfect Dark turning out to be not so perfect, it's the one game we're returning to again and again for a quick blast. And only five quid, too.

Eurogamer has a great article which includes an interview with the developer of the game. It covers the creation of the game and includes some fairly cool techy info - such as the fact that the physics of the game background are done on a separate processor core from the main game engine, making this one of the first truly multi-threaded games.

Here's a quick quote:

"That original began life a long time ago, back when Bizarre Creations - Cakebread's employer - was working on Xbox title Project Gotham Racing. "I actually wrote the first version of the game to test some code for PGR1," says Cakebread. "After PGR shipped I kept tweaking the test code as a hobby project, and it soon started to come together as a game. Folks around the office started copying it to their devkits to play... Eventually one of the producers on PGR2 saw it, and asked me if I'd like to tart it up a bit and have it included in PGR's sequel as an Easter egg.""

Go and check out the whole thing, then let us know what you think of the game, and the rest of the Xbox Live offerings, over in the news forum.
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