The Raz0r's Edge

Most game development companies have some form of engine powering their games, so Rubicon Development also having one is hardly news. What we do believe to be unique though, or at least rare, is that Raz0r has been designed from the very beginning to be easy to use on all target platforms. This allows us to develop original multi-format games at a blistering pace that other small companies might only dream about. This ease of use, combined with its impressive range of features, gives Rubicon Development a (Raz0r’s) edge over its competitors.

The chief architects of Raz0r, Paul Johnson and Steve Haggerty, have been writing commercial grade game engines, used in published titles, for over 25 years combined. Over that time, with each code iteration or new engine, they have remembered what worked well and learned from experience on what did not. Raz0r represents the Darwinian sum of all this hard won knowledge and is the first engine in our view that exhibits:

  • Power
  • Flexibility
  • Usability

Usually, developers get the chance to pick any two of the above. When working with Raz0r they get all three, and this is why we feel it is much more than “just another engine”.

Just a few of Razor's key features:

  • Next gen cross platform rendering
  • High dynamic range materials
  • Single pass per pixel lighting
  • Realistic soft shadows
  • Cross platform file formats
  • Rigid body physics system
  • Full Max and Maya integration

Please use the navigation bar to the top left to review more detailed descriptions of Razor's key features.


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