INTRO
I believe
it’s very clear to everyone who has played Housemarque’s
Resogun, that is has a lot of huge
explosions, tons of effects, mobs of enemies, all kinds of particles flying in
every direction, humans to rescue and massive amount of bullets, sometimes all of them on the screen at the same time. I also believe, that the same crowd feels,
that it is a game that, despite all of this mayhem thrown on our retinas,
super-rarely suffers from an un-clear presentation – it is always clear where the projectiles are, where the enemies are and
where your ship is. But how was this achieved?
NOTE: I do
work at Housemarque, BUT I was not part of the Resogun team. At that time I was 100%
bound to Alienation, which was developed
at the same time. This little fact made this article quite an interesting, if
not a bit intimidating one to write, as I’m actually analyzing my colleagues’
work here, without consulting any of the people involved in the development at
the time I was studying the subject. I hope this is as interesting one to read
as it was to write and study.
