Real World

Blue engine

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Blue engine

Developed by:

Vanguard Games

 

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.[1] Vanguard proceeded to use the Blue engine to develop the game Halo: Spartan Assault and its sequel, Spartan Strike.[2]

Development history[edit]

The Blue engine's origins lie in Vanguard's (then-W!Games') previous games Greed Corp and 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.[3]

In early production, the game's planned Windows 8 mobile devices were not available, meaning early prototypes were built and tested on controller.[3] 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[4] - resulting in some journalists believing the game had been built in Unity.[3]

The engine was later reused for Halo: Spartan Strike, with lots of reused assets to ensure production could go smoothly.[5] After Spartan Assault, Vanguard games switched to using Unreal Engine 4 for all of their subsequent titles.[2][6]

Sources[edit]