Infrared5 Builds Star Wars Trench Run for the iPhone
As I’m sure plenty of people have already heard, the new game we built, Star Wars: Trench Run, has recently been announced. You can check out the trailer on youtube, or read about the details of the game on starwars.com. Infrared5’s CTO Dominick Accattato and John Grden also both wrote nice blog posts on it. People really seem excited about the game too, which pretty much matches my own enthusiasm for it. It’s a top notch game, and I’ve not seen anything comparable on the app store. Our team really pushed the limits of what’s possible with the iPhone platform with this game, and I simply can’t wait for folks to get it in their hands.

So, with that, here’s a little info on the team that built the game. Infrared5’s senior engineer John Grden led the development, and acted as the overall lead on the project. Creating this game has been a dream of John’s long before the iPhone even came out. He poured everything he had into making this one of the best games out there. John is an avid Star Wars fan, as well as one of the most talented programmers I know. He made absolutely sure that every detail of the game is true to the original Star Wars Episode IV movie as possible. All sounds are the original ones, the modeling of the space crafts are exact and even elements like the color or Yavin are precise and true to the movie.
Of course, John couldn’t have built such a stellar game all by himself. Our creative director Rebecca Allen’s attention to the details and beautiful treatment of the graphics at every point in the game really make it an immersive experience. I in particular really like the unique design of the shields display, and the opening menu is one of the most inspiring that I’ve seen. Additional art elements like expert modeling, effects and texturing by Ben Throop, as well as, icons and production art by Lizzie Martin really add to the experience.
John, was also supported by our world class development team. Andy Zupko helped with optimizations, and used his math wizardry to make this game run well even on the limited resources of the iPhone 3G. Todd Anderson and Keith Peters, with their special Objective C prowess built out the UI, and Paul Gregoire did the leaderboard programming.
The core game engine uses Unity 3D. A huge thanks to Unity 3D team for creating this amazing development tool, without which the game never would have been completed as fast it was. The menus, and other elements of the game were done with native Objective C. The very fact that Unity allows for this type of interaction within the iPhone environment was key, and is one of its biggest strength. This is one aspect that I hope Adobe pays close attention to with the new Flash to iPhone stuff they are working on. (Note, I’m planning on writing a post on this subject. )
So, to the game itself. There hasn’t been a ton of information announced publicly on the game play yet. And, I’ve been reading various comments out there, with people’s concerns, suggestions and criticism. I would like to address some of the most frequent topics that have arisen:
- Is it a game that you will download and play a few times, complete the entire thing in 10 minutes and then never play it again? - No, it’s actually quite an addicting game, with a ton of replay value. The very fact that I’m still opening it up and shooting Tie Fighters after so many months of testing and development proves it. I should be done with the game at this stage, but no, I just can’t put the thing down. There’s one mission mode with several difficulty levels, and two arcade modes that get progressively harder and harder.
- Are the graphics really as good as shown in the trailer, or is it faked in the hopes that we get the game to that level before it launches? - Those are the real graphics. The game is actually done, and that trailer was made from a video feed of John Grden playing it on his iPod Touch 2nd generation device.
- When will Star Wars: Trench Run be released? - I wish I could tell you. It’s in Apple’s hands at the moment, and from what everyone at Lucas, THQ Wireless and Infrared5 knows, it could be released any day now.
- Will we support in app purchases, upgrades and new features in the game? - This is something that we are certainly considering. In fact please do post on the features you would like to see built. We will take all of them under consideration, and we will hopefully be able to get some of those in the game for your enjoyment. Of course this is not all up to me, but the main message here is that we are seriously thinking about it.
October 25th, 2009 at 10:26 pm
[...] on over to Chris Allen’s site and get another inside look into the development of Trench Run on the [...]
October 26th, 2009 at 11:31 am
I’m very much looking forward to this — the space shooter genre was all but dead until the iPhone brought it back. The device’s loose accelerometer is perfect for controls, the big touchscreen provides plenty of detail, and the App Store is a great environment to encourage quick, casual, and even “retro” games like this.
I’ve mentioned this game to a bunch of friends and every single one fondly remembers the old 1983 Atari vector arcade game. Your game looks better, but nostalgia is a powerful force. Any chance of getting the great old coin-op game in here as an easter egg, or as a downloadable extra? What would be most persuasive to you, sweet talk or threats?
October 28th, 2009 at 9:02 pm
@Jindo providing a way to bring back the old style line based graphics is definitely a feature we are considering. It seems that plenty of folks really liked that classic arcade game, including myself.
November 17th, 2009 at 12:49 am
Maybe I’m really not getting it but, i CANNOT get this game under control. I slow it down, tilt all directions, read the instructions and ALL it does it spin around out of control. Trench level is ABSURD. It will NOT move up or down, only left or right. Something is WAY wrong here. iPhone 3G.
November 20th, 2009 at 4:43 pm
Hi Jimmy, are you trying to play the game in an extremely reclined position? Anyway, we have submitted a new build that addresses performance on the 3G. Hopefully Apple will approve it quickly, and this will address your problem.