Company: Blitz Games Studios
Platforms: 3DS, Android, iOS, Linux, Mac, PC, PS3, PS Vita, Wii, Wii U, Xbox 360
Used in: House of the Dead: Overkill, Rayman Raving Rabbids, Puss in Boots, Kumo Lumo, Vitalize
BlitzTech’s versatility is demonstrated by the platforms it supports and its uses. Maker Blitz Games has used the engine in Kumo Lumo on iOS, and the same tech powers its Kinect-enabled rehabilitation aid Vitalize.
The engine has a broad set of audiovisual tools, real-time physics, AI and multi-core capabilities to make cross-platform production less gruelling.
Blitz Games technical director Tony Povey says it focuses on quality from the first prototype right through to areas of increasing importance, such as post-launch support, including social features, web services and analytics.
This year, it will be switching to an HTML5 interface, adding improved support for different genres and closer integration with the likes of Maya.
“The increase in mobile game and app development is one of the most important trends in game development right now. This is why we have, and will continue to dedicate significant resources to further enhancing BlitzTech’s usability in this area,” says Povey.
“We also see platform diversity and connectivity as two extremely important areas, as owners of existing and new IPs seek to exploit them in every corner of the market.”
As games become more interconnected, Blitz is adapting its technology to meet the challenges to come.
“The world has definitely changed a lot in the past few years. The time when sheer pixel-shifting horsepower was the be-all and end-all of game engines has long gone,” explains Povey.
“Developers need to be far more careful about the middleware they use. Ease of use, platform support and web services are often more valuable to their audience than graphical clout.
“The best solutions gather all of these features together in a single, integrated package, and this sums up our vision of BlitzTech; one of the most complete development pipelines in the world.”
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