The excellent Fabrice Closier of the Away3d team wrote an in depth look into the making of BattleCell’s 3d experience that everyone should check out.
He covers everything from using Prefab in lighting the textures to generating the BSPs (binary spacial partitioning trees), to planing and who covered what in the development of the game.
And I have to agree with him, that although our team of 5 (Rob Bateman, Fabrice Closier, David Lenaerts, myself (Sean McCracken), and the artist Federico Selmi) were able to make this in a span of 4 weeks, another team could have taken easily four times as long. I’m really proud of what we were able to complete in such a short amount of time.
If you aren’t following these guys on Twitter, you really should be:
Fabrice Closier: @fabriceclosier made the level BSP, Textures, and tons of 3d game code.
Rob Bateman: @robnet implemented the P2P multiplayer code into the 3d Game Engine (and tons of other 3d stuff).
David Lenaerts: @DerSchmale responsible for BSP and various 3d awesomeness
Sean McCracken: @Seantron responsible for P2P multiplayer code and saying “dude” too often