![Star Battalion](../banners/StarBattalion_banner.png)
Star Battalion
About the game
- Company: Gameloft
- Genre: Arcade-style combat flight simulation
- Release Date: February 2011
- Size at release: 245 MB
- Distinctions:
AppSpy: 5 out of 5
Slide to Play: 5 out of 5
AppGamer: 80
Retro iOS: A (Instant Get)
About my work
As users were acquiring smartphones, the era of java games started its sunset. Gameloft New York needed to
transition into 3D games and it was decided we would work on an arcade-style combat flight simulation for the
iPhone. That’s how “Star Battalion” was born.
Flight games offer some characteristics that make it an ideal choice for a small team. First, you don’t need
character animations since the gameplay involves mostly vehicles. And second, flying in open locations with
extensive sky boxes, allowed to reduce the poly-count and alleviate the frame rate. On the other side we were
working with early, very unstable, versions of proprietary tools (...forget about Unity!) and just painting
objects on screen was a real challenge for devs.
The creative direction came from Gameloft headquarters in Paris. And this involved the concept art for ships
and characters, same as the main story outline. Later on, reviews slammed us for being a cheap knockoff of
“Star Wars”. However, I must admit my alternate proposal (Main characters were dead ace pilots, wielded into
space-coffin-machine-ships) was disturbing and definitely not mainstream.
The game involved a lot of cool design tricks to keep the dogfight fun. Like auto-targeting, an excellent
missile locking system or the subtle scaling of enemy sizes to prevent them disappearing or becoming too small
in the distance. The game’s default controls were based on the Gyroscope, now considered a gimmick but all the
rage back then. I’m also proud of the different scenarios we had in the game, including a mission in the
scrapyard remains of a big battle, or escaping an enemy base with a captured ship.
Reviews were mixed and ranged from excellent (SlideToPlay) to mediocre (IGN) …a common curse for a genre that
is divisive even on console/PC. Commercially, the game was NOT a success either but it was considered an
accomplishment for the studio for transitioning smoothly into bigger scale projects in 3D.
With Star Battalion, Gameloft once again impresses us with gorgeous, Retina- optimized graphics, pitch-perfect controls, and smashingly fun gameplay. - Slide To Play
Once again Gameloft have set a standard for future games to aspire to with Star Battalion's excellent space fighter combat and co-op multiplayer modes. - AppSpy
The game is not available in the store anymore. Check it on youtube!
What I learned
![learnings](../icons/icon_learnings.png)
- How flight simulation games work, including the ins and outs of aerial combat.
- Working on a bigger project, involving new tasks like coordinating the voiceovers.
- Working with 3D tools in a professional game for the first time.
What I'm proud of
![learnings](../icons/icon_proud.png)
- Achieving a solid dogfighting system as the core of the action phase. With interaction and banter from your wingmen!
- The variety of worlds and missions.
- While the story was formulaic, I’m happy with how it unfolded using short dialogues during the gameplay (on specific triggers) cutscenes and loading screens.
![Star Battalion](img/xavier-agullo-sb01.png)
+ The game featured gorgeous high resolution graphics on retina displays.
![Star Battalion](img/xavier-agullo-sb02.png)
+ “Inspired by Star Wars” is not an understatement… Here's our own versions of AT-AT Walkers, Tie Fighters and even a Millenium Falcon! xD. (3D models by Khoeun Tep)
![Star Battalion](img/xavier-agullo-sb03.png)
+ The game was released along with a cool digital comic.
![Star Battalion](img/xavier-agullo-sb04.png)
+ The Wyvern is the most characteristic ship design for Star Battalion. (3D model by Joshua Scott Vaughan)
![Star Battalion](img/xavier-agullo-sb05.png)
+ There was a little encyclopedia listing all characters and locations.
![Star Battalion](img/xavier-agullo-sb06.png)
+ Co-op multiplayer, Game Center integration, gyroscope controls …we had it all!
Special thanks: Andy Littleton, Baptiste Marmey, Ben Berntsen, Cristian Florin, David Hague, Gabriel Leingang, Joshua Scott Vaughan, Khoeun Tep, Michael Zawadzki, Patrick Downs, Robert Paradiso, Ronald Alferez, Samir El Agili, Tao Qing, Travis Estrada