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.