When we created the company, the first thing we started with was the definition of the type of game we wanted to make, the development of a 3D engine and all the necessary tools. Our initial plan was to make a game with the structure of Carlos’ first commercial game, produced over 20 years ago in the 8-bit era (called Phantis in Spain and Game Over II in other countries).
The idea was to make a platform game with 3D graphics but a 2D game structure. Something simple that would take a couple of years to develop for PC and thus have an initial team, structure, engines, tools, procedures, and an introduction for developing our second game for consoles, a world that was foreign and unknown to us.
We developed a game where the player controlled a character, Zack Zero, a scientist-adventurer who must rescue his beloved Marlene from the clutches of the evil Zulrog in a world in which we kept the Phantis structure: surface, space station, underground cave, lava zone and prison area, and in which the character had a sort of space-marine look and went around collecting and improving the weapons he handled.
Phantis only was a starting point, Zack Zero became a very different game, bigger, and deeper than Phantis but I think it’s interesting to know a bit more about the seed of Zack Zero.