BlitzTech is a complete game development solution that empowers developers to concentrate on game content targeting PlayStation®3, Xbox 360®, Wii™, Windows PC, Mac OS X, Browser, PSP™ and now supporting PlayStation®Vita, Apple iOS, Google Android devices and other emerging platforms - giving developers unique flexibility to reach gamers everywhere. BlitzTech has powered several Microsoft Kinect and PlayStation Move titles and includes an integrated toolkit for motion control.
This technology is available to license.A live connection to the target platform allows real-time editing directly within the game for truly instant feedback without constant rebuilding, as well as remote in-depth analysis of vital game metrics.
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The BlitzTech Engine provides a truly cross-platform development environment supporting Xbox 360®, PS3™, Wii™, PC, Browser, PlayStation®Vita, PSP™, Mac OSX, iOS, Android and emerging platforms. Teams using BlitzTech are able to target multiple consoles format simultaneously using shared code base, assets and game play data.
Artists and designers can preview their work in the editor and in-game immediately without programmer help. This in turn frees the programmers to concentrate on developing game-specific features.
Connecting the BlitzTech Tools to a running game on console or PC allows edits to be previewed instantly in real-time without saving or unnecessarily rebuild processes, drastically reducing turn around time and improving iteration.
Unlike many technologies, BlitzTech provides a truly stand alone solution for game development. From physics, online, audio, video, UI through to asset management - for the vast majority of titles no other middleware or technology integration is required.
BlitzTech Tools provide a streamlined pipeline from conception to completion; from creating assets to building levels to tweaking game play, bringing productivity benefits and collaborative teamwork functionality that would be impossible using individual solutions.
BlitzTech works and meets the needs of modern game development because it is driven by one of the largest independent game developers in the world and used exclusively for over 30 different titles across eight platforms.
Years in development, BlitzTech Tools are highly flexible covering the whole development pipeline from asset management through game world editing to data deployment on the target. It is a mature and sophisticated standalone toolset that combines stability with performance so when you start a project you can hit the ground running.
Edit game properties and assets in real-time without saving and download game data directly to the target console or PC from within the BlitzTech Tools via a real-time connection. Minimising test and rebuild cycles encourages game tuning, increasing game quality. Data structures in the editor are automatically reflected in game for highly flexible game scripting.
A custom built secure asset management system is built in, giving multi-user control for collaborative teamwork, including remote access over the Internet as well as full history data for every asset in the game. Browse the asset database and check out files remotely via the web interface.
Extend and add features through powerful Python scripting to automate game specific tasks and validation.
By storing all data on a central server you can always be sure that you have the latest version of any data you are working on. You can also be confident that when mistakes do happen they can be undone, so work is never lost.
Full conditioning control is supported with an easy-to manage cascading attribute system. Localised and platform specific assets and effects can be added to any part of the game. Fine grain controls are available when you need to optimise data for maximum performance.
With ever-expanding game asset sizes memory and processing speed requirements for game tools are increasing. The distributed asset pipeline is a combination of two sub-components providing a high performance processing cluster designed to leverage from dozens to hundreds of worker agents connected over a fast LAN for the purpose of processing game assets from source file to platform specific optimised runtime binary format data.
Major packages including Maya, 3DS Max, Photoshop, Sound Forge and Vegas and standard file formats are supported so that source assets are easily imported. Localised text is loaded from industry-standard Excel sheets with full Unicode support for all languages including Asian. Communicate with Maya and other applications using Python scripting, even between separate machines.
To harness the power of the modern rendering pipeline, BlitzTech Tools feature a dynamic material editor which facilitates full interactive control and preview of material shader effects such as perpixel lighting, multiple texture stages, normal mapping, environment mapping and refraction in realtime. The interactive design of the Editor places the ability to build highly complex effects into the hands of the artists. Windows PC, Xbox 360®, PlayStation®3 and compatible handheld platforms are all fully supported.
The ability to pose, deform and stitch together geometry is ideal for everything from large cityscapes and race tracks, to trees, rubble and other scenic items.
Lighting is vital to the final look of any game environment. As well as dynamic light placement a number of integrated tools for static lighting are provided as standard. The principal lighting tool is based on a radiosity global illumination model, which gives very soft and subtle results.
Our truly cross-platform runtime code provides all hardware specific and common code for the game titles supporting PC, PSP™, Xbox 360®, PlayStation®3, Wii™ and now Mac OS X, Browser, PlayStation®Vita, iOS, Android and emerging platforms. Highly integrated with BlitzTech Tools, it facilitates rapid prototyping and development by providing a common code framework right out of the box and frees the game team to concentrate on the game.
As well as providing a rich set of visual and audio capabilities, BlitzTech Engine covers all of the core functionality required for game development, areas which are often ignored by third party solutions. Automatic resource management and background data streaming technology are built in. Submission requirements are well covered by support for controllers, storage and other devices as standard.
Integrated custom physics code for simulating rigid body physics in real-time, including vehicles with wheels, friction and suspension, and character physics as well as systems to scale to multicore and GPU-processing.
Complex layered sound effects authored using our tools can be played back with Dolby surround sound. Also supports multiple audio streams for voice-over and music playback with support for interactive music that reacts to the on-screen action and sounds that dynamically change in timbre and reverberation according to proximity and position.
Facilities for LAN and Internet gaming are
provided by the Engine so that game teams can get on
with creating the multiplayer experiences straight
away. The system is fully configurable for bandwidth
management and plug-in lobby support for third party
community servers. Our systems fully support
Xbox Live and Live Arcade,
PlayStation Network and Steam
multiplayer. Technology to allow paid
downloadable content via integrated in-game commerce
is also implemented.
User generated content and integration with web
services including game centric communities as well
as the social web. The importance of metrics is not
overlooked with support for server side analytics
capture plus development database for logging game
crashes, logs and data across multiple platforms.
BlitzTech has powered several Microsoft Kinect and PlayStation Move titles and features an integrated toolkit for motion control gaming which directly analyses motion data to extend the capabilities of these exciting devices to recognise a wider array of player movements and drive forward a new category of game designs.
Fully automatic generation of entity pathing data directly from level assets in integrated into the BlitzTech engine. The real-time generation of AI routing supports both static and dynamic avoidance.
Stereo 3D has exciting possibilities for presenting content with higher realism and sense of immersion, BlitzTech was at the forefront of rising interest in S-3D displays for the home and was used to create the World's first S-3D console game "Invincible Tiger". Whatever 3D format of the display, BlitzTech has custom modes to cater for all of them, including HDMI 1.4, where a 3DTV is detected and format can be changed automatically. It´s still early days for S-3D in the home, with debates about formats mostly in the past, the debate has moved to types of 3D glasses and glasses free viewing, BlitzTech will be there first to support it.
The continuing focus of engine development is to extract maximum performance from multiprocessor platforms such as Xbox 360®, PlayStation®3 and Windows PC. Technologies to despatch and synchronise engine and game processing in parallel are integrated into the BlitzTech Engine, as well as dynamic load balancing and leveraging multi-core CPU and GPU-based processing where appropriate.
BlitzTech supports multiple lighting techniques from pre-calculated vertex and static lightmaps, through global illumination volume textures to complete real-time dynamic per-pixel lighting and shadows including stencil, projected and shadow buffer (parallel split, cascade, PCF and exponential) methods. Both forward and deferred lighting models are supported, allowing massive flexibility of real-time light sources.
Normal map shaders are a key technology, allowing fine surface lighting detail to be added to game meshes, making them appear many times more complex than they are.
A virtual displacement map technique that can greatly enhance the three dimensional appearance of surfaces.
The included cube map shader utilises a technique for rendering environmental reflections using separate reflection textures for each axis.
Full pixel control over refraction is provided using the refraction shader supplied with the Editor library for effects such as textured glass and water surfaces.
Our latest fur shader moves well beyond the previous state of the art multiple shell technique to develop an entirely new process allowing much greater artist control of hair length, movement and direction.
This technique models the transmission of light through an object as well as the usual direct lighting model. Materials such as marble, plastic and wax show this property clearly. It is also just one building block of a full skin shader.
The skin shader included in BlitzTech uses many layers in subtle combination to produce convincing skin lighting.
Much of a character's realism comes from the appearance of the eyes. The library includes a specific shader for eyes to simulate the specular highlights seen on the iris and cornea.
The Wii™ graphics hardware is incredibly flexible and fully supported by our engine and tools to create highly configurable effects such as:
A bump mapping technique similar to normal mapping this effect provides a surface relief appearance that increases perceived detail.
A powerful technique using multiple channels to control how environment maps are blended enables a wealth of visual and lighting effects to be recreated with much more subtlety than traditional uniform shiny surface.
Use of multiple texture channels to offset textures on a per-texel basis allowing impression warp and displacement effects to be created such as liquid surfaces, shockwaves and magical effects.
Just as in pre-rendered and film footage, image post-processing is now becoming very important to the final appearance. The engine provides stock effects that adjust and composite over the image in real-time.
HDR gives an essential vibrancy to current generation titles. It allows a wider range of light and dark to be rendered without loss of detail. The HDR image is converted down to a standard image in real-time every frame. The parameters of this process are controlled by tone mapping a process that simulates how the eyes adjust to light and dark situations over time. A frequently-seen visual effect combined with HDR is bloom where very bright areas bleed light over the surrounding area. HDR can also be combined with image-based lighting that uses light reflected in the scene to create more complex lighting.
To simulate the focus range and length effects seen through a camera lens, a depth of field shader effect is included as a post-process effect which operates in real-time. It allows, for example, objects closer to the view to be in focus and distant ones to be blurred.
Screen space ambient occlusion is a cutting edge post-process effect to simulate ambient lighting in real-time. It adds a huge degree of realism and depth to a scene and can be combined seamlessly with other lighting and shadowing techniques. It has no pre-computed element so is highly suited to dynamic objects where shading will be updated to reflect the scene in real-time. It also means no need for costly rendering of ambient occlusion texture maps. Our pipeline fully supports this effect and allows for a high degree of adjustment to suit the scene.
BlitzTech is at the forefront of rising interest in 3D displays for the home with exciting possibilities for presenting content with higher realism and sense of player immersion in breathtaking 3D. In a complex market with competing technologies the key to increasing adoption is to ensure compatibility with the widest possible range of displays to unlock the potential of amazing 3D display hardware out there. The engine provides a highly flexible stock solution that supports all current suitable formats including active and passive glasses as well as newer auto-stereoscopic displays not only on PC but uniquely also on high definition console - an industry first.
Although motion blur originates as a side effect of camera exposure in film, it is an effect that is frequently recreated in graphics, to give an impression of speed or realistic filmic quality. Two principle classes of post-process effect are supported - full screen blur and localized blurring based on the velocity of individual objects in the scene
BlitzTech is licensed on a per-project, multiple title or studio wide basis with flexible terms to suit premium retail as well as independent studios and digital download. Full engine source code, online documentation and direct developer support is included as standard. The majority of titles require no further third party middleware licenses and there are no open source license obligations.