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| The '''Blue engine''' is a proprietry 3D game engine built by the Amsterdam-based studio W!Games for use in their in-house projects, before being used by [[Vanguard Games]] after W!Games was merged with another studio - Karami.{{Ref/Site|URL=https://www.gamesindustry.biz/vanguard-entertainment-group-launch-new-studio-established-by-guerrilla-founders-martin-de-ronde-and-michiel-mol-first-project-to-be-announced-shortly|Site=gamesindustry.biz|Page=Vanguard Entertainment Group launch|D=31|M=12|Y=2024}} Vanguard proceeded to use the Blue engine to develop the game ''[[Halo: Spartan Assault]]'' and its sequel, ''[[Halo: Spartan Strike|Spartan Strike]]''.{{Ref/Site|Id=Ron|URL=https://ronkamphuis.nl/index.html|Site=Ron Kamphuis|Page=Portfolio|D=31|M=12|Y=2024}} | | The '''Blue engine''' is a proprietry 3D game engine built by the Amsterdam-based studio W!Games for use in their in-house projects, before being used by [[Vanguard Games]] after W!Games was merged with another studio - Karami.{{Ref/Site|URL=https://www.gamesindustry.biz/vanguard-entertainment-group-launch-new-studio-established-by-guerrilla-founders-martin-de-ronde-and-michiel-mol-first-project-to-be-announced-shortly|Site=gamesindustry.biz|Page=Vanguard Entertainment Group launch|D=31|M=12|Y=2024}} Vanguard proceeded to use the Blue engine to develop the game ''[[Halo: Spartan Assault]]'' and its sequel, ''[[Halo: Spartan Strike|Spartan Strike]]''.{{Ref/Site|Id=Maurice|URL=https://mauricecamps.nl/halospartanstrike/|Site=Maurice Camps|Page=Halo: Spartan Strike|D=31|M=12|Y=2024}} |
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| ==Development history==
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| The Blue engine's origins lie in Vanguard's (then-W!Games') previous games ''[[Wikipedia:Greed Corp|Greed Corp]]'' and ''[[Wikipedia:Gatling Gears|Gatling Gears]]'', both set in Vanguard's "Mistbound" universe. After releasing ''Gatling Gears'' in 2011, Vanguard began to make a spiritual successor to ''Gatling Gears'', eventually showcasing their prototypes to [[343 Industries]], who approved Vanguard to begin work on what would become ''Halo: Spartan Assault''.{{Ref/Site|Id=Control|URL=https://www.control-online.nl/2013/08/28/interview-vanguard-games-over-zijn-halo-avontuur-wie-krijgt-er-nu-de-kans-om-met-zon-groot-ip-te-werken/|Site=Control|Page=Interview • Vanguard Games over zijn HALO-avontuur: “Wie krijgt er nu de kans om met zo’n groot IP te werken?”|D=31|M=12|Y=2024}}
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| In early production, the game's planned [[Windows|Windows 8]] mobile devices were not available, meaning early prototypes were built and tested on controller.{{Ref/Reuse|Control}} However, once the devices did come into use, the Blue engine's internal proprietry nature allowed Vanguard to work with the new hardware - with no other engine on the market having any inbuilt support for the hardware yet. This also allowed ''Spartan Assault''{{'}}s developers to push things to their absolute limits{{Ref/Site|Id=MauriceSA|URL=https://mauricecamps.nl/halospartanassault/|Site=Maurice Camps|Page=Halo: Spartan Assault|D=31|M=12|Y=2024}} - resulting in some journalists believing the game had been built in [[Unity]].{{Ref/Reuse|Control}}
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| The engine was later reused for ''Halo: Spartan Strike'', with lots of reused assets to ensure production could go smoothly.{{Ref/Site|Id=MauriceSS|URL=https://mauricecamps.nl/halospartanstrike/|Site=Maurice Camps|Page=Halo: Spartan Strike|D=31|M=12|Y=2024}} After ''Spartan Assault'', Vanguard games switched to using [[Unreal Engine|Unreal Engine 4]] for all of their subsequent titles.{{Ref/Reuse|Ron}}{{Ref/Site|URL=https://mauricecamps.nl/#Projects|Site=Maurice Camps|Page=Projects|D=31|M=12|Y=2024}}
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| ==Sources== | | ==Sources== |
| {{Ref/Sources}} | | {{Ref/Sources}} |
| {{Navbox/Engines}} | | {{Navbox/Engines}} |