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Mechcommander Gold

Mechcommander and Mechcommander Gold happened in that awkward time before 3D accelerators matured, so we went with gobs of sprites and tiles instead. Buildings and vehicles I rendered in Lightwave. The ground tiles I rended in 3D Studio (not Max!), as it's poopy little scanline renderer was just perfect for that job. Fun trivia: I developed the game's 256 color palette on an Atari Falcon030, as it simply had the best tool for the job.

I think that's all of it.

I think that's all of it.