Development of the ShooterofIO franchise: Difference between revisions
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=== 2004-2006: Foundation of Monsteristic === | === 2004-2006: Foundation of Monsteristic === | ||
{{See also|Monsteristic}} | {{See also|Monsteristic}}Childhood friends [[Freddie Goodwin]] and [[Mark Rogueson]] sought to make a business using their skills in game development. In 1998, they founded Monsteristic, which opted to create text-based video games whilst working on their own video [[game engine]] to have it prepared to be used before 2010. By 1999, the development of their engine reached an all new peak when 60 more people joined their team. | ||
Childhood friends [[Freddie Goodwin]] and [[Mark Rogueson]] sought to make a business using their skills in game development. In 1998, they founded Monsteristic, which opted to create text-based video games whilst working on their own video [[game engine]] to have it prepared to be used before 2010. By 1999, the development of their engine reached an all new peak when 60 more people joined their team. | |||
Goodwin and Rulesman worked together to create a new plan to create a game series and the two business men split up in the teams. The 110 employeees split up into groups of 55 with Goodwin leading game direction and Rulesman focusing on the producing side of business. Goodwin pubically announced in June 2003 that they were looking for a team of developers to make a first-person shooter video game. | Goodwin and Rulesman worked together to create a new plan to create a game series and the two business men split up in the teams. The 110 employeees split up into groups of 55 with Goodwin leading game direction and Rulesman focusing on the producing side of business. Goodwin pubically announced in June 2003 that they were looking for a team of developers to make a first-person shooter video game. | ||
=== | === ''ShooterofIO 1: Modern Ops'' and the founding of SOI Studios === | ||
In 2023, ''[[ShooterofIO 1: Modern Ops]]'' was released on November 10. In 2021, [[Monsteristic]] aquired a brand new team called [[SOI Studios]], which decided to create a [[first-person shooter]] [[video game]], that would be supported for two years before moving to a potential sequel if the game was successful. While developing the story for ''ShooterofIO 1: Modern Ops'', SOI Studios chose to avoid referencing current, real-life wars, and keep the series' common theme of two opposing forces of similar strength. To enhance the realistic feel of the game, the development team attended a live-fire exercise at Marine Corps Air Ground Combat Center Twentynine Palms, a training facility in the California desert. This helped the developers to simulate the effects of being near an Abrams tank when it fires. The team also talked with U.S. Marines who were recently in combat to get a feel for the background, emotions, and attitude of Marines in combat. Veterans were also recruited to supervise motion capture sessions and the artificial intelligence design of the game. | |||
''[[ShooterofIO 1: Modern Ops]]'' was | |||
The development team designed the online multiplayer component to be balanced and rewarding for new players while still offering something for experienced players. An early idea to implement air support (air strikes and attack helicopters) involved players fighting over special zones to access a trigger for air support against enemies. This idea was discarded because it discouraged the type of deathmatch gameplay they intended. The killstreak reward system was put in its place to encourage the improvement of player skills. Players were allowed to select weapons before matches to get accustomed to weapons more easily and minimize weapon hunting. Maps were designed primarily for deathmatch games—the developers felt such designs suited other types of gameplay as well. Map layouts were designed to minimize locations players could hide from enemy gunfire. | |||
Developed using the Unreal Engine 4, | |||
''ShooterofIO 1: Modern Ops'' runs on the SOI 1.0 engine, which features true world-dynamic lighting, HDR lighting effects, dynamic shadows and depth of field. Bullet penetration is calculated by the engine, taking into account factors such as surface type and entity thickness | ''ShooterofIO 1: Modern Ops'' runs on the SOI 1.0 engine, which features true world-dynamic lighting, HDR lighting effects, dynamic shadows and depth of field. Bullet penetration is calculated by the engine, taking into account factors such as surface type and entity thickness. | ||
Certain objects, such as cars and some buildings, are destructible. This makes distinguishing cover from concealment important, as the protection provided by objects such as wooden fences and thin walls do not completely protect players from harm. Bullet stopping power is decreased after penetrating an object, and the decrease is dependent on the thickness and surface type of the object. The game makes use of a dynamic physics engine. | Certain objects, such as cars and some buildings, are destructible. This makes distinguishing cover from concealment important, as the protection provided by objects such as wooden fences and thin walls do not completely protect players from harm. Bullet stopping power is decreased after penetrating an object, and the decrease is dependent on the thickness and surface type of the object. The game makes use of a dynamic physics engine. | ||
Revision as of 00:04, 30 June 2025
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The ShooterofIO franchise is a first-person shooter media franchise developed by SOI Studios, Air Studios, War Games, and Supreme Studios. The franchise is published by Monsteristic and is owned by Microsoft and is part of the Microsoft Gaming category of franchises.
Starting in 2007, the franchise began with ShooterofIO 1: Modern Ops, that released in October 2007, and released live service support until the release of Air Studios' game in 2008, which was ShooterofIO: Dark Warfare.
History
2004-2006: Foundation of Monsteristic
Childhood friends Freddie Goodwin and Mark Rogueson sought to make a business using their skills in game development. In 1998, they founded Monsteristic, which opted to create text-based video games whilst working on their own video game engine to have it prepared to be used before 2010. By 1999, the development of their engine reached an all new peak when 60 more people joined their team.
Goodwin and Rulesman worked together to create a new plan to create a game series and the two business men split up in the teams. The 110 employeees split up into groups of 55 with Goodwin leading game direction and Rulesman focusing on the producing side of business. Goodwin pubically announced in June 2003 that they were looking for a team of developers to make a first-person shooter video game.
ShooterofIO 1: Modern Ops and the founding of SOI Studios
In 2023, ShooterofIO 1: Modern Ops was released on November 10. In 2021, Monsteristic aquired a brand new team called SOI Studios, which decided to create a first-person shooter video game, that would be supported for two years before moving to a potential sequel if the game was successful. While developing the story for ShooterofIO 1: Modern Ops, SOI Studios chose to avoid referencing current, real-life wars, and keep the series' common theme of two opposing forces of similar strength. To enhance the realistic feel of the game, the development team attended a live-fire exercise at Marine Corps Air Ground Combat Center Twentynine Palms, a training facility in the California desert. This helped the developers to simulate the effects of being near an Abrams tank when it fires. The team also talked with U.S. Marines who were recently in combat to get a feel for the background, emotions, and attitude of Marines in combat. Veterans were also recruited to supervise motion capture sessions and the artificial intelligence design of the game.
The development team designed the online multiplayer component to be balanced and rewarding for new players while still offering something for experienced players. An early idea to implement air support (air strikes and attack helicopters) involved players fighting over special zones to access a trigger for air support against enemies. This idea was discarded because it discouraged the type of deathmatch gameplay they intended. The killstreak reward system was put in its place to encourage the improvement of player skills. Players were allowed to select weapons before matches to get accustomed to weapons more easily and minimize weapon hunting. Maps were designed primarily for deathmatch games—the developers felt such designs suited other types of gameplay as well. Map layouts were designed to minimize locations players could hide from enemy gunfire.
Developed using the Unreal Engine 4,
ShooterofIO 1: Modern Ops runs on the SOI 1.0 engine, which features true world-dynamic lighting, HDR lighting effects, dynamic shadows and depth of field. Bullet penetration is calculated by the engine, taking into account factors such as surface type and entity thickness.
Certain objects, such as cars and some buildings, are destructible. This makes distinguishing cover from concealment important, as the protection provided by objects such as wooden fences and thin walls do not completely protect players from harm. Bullet stopping power is decreased after penetrating an object, and the decrease is dependent on the thickness and surface type of the object. The game makes use of a dynamic physics engine.
Games
Released
| Title | Platform(s) | Release date | Developer | Publisher | Notes |
|---|---|---|---|---|---|
| ShooterofIO 1: Modern Ops | Windows | November 10, 2023 | SOI Studios | Monsteristic | |
| PlayStation 4 | |||||
| PlayStation 5 | |||||
| Xbox One | |||||
| Xbox Series X/S | |||||
| ShooterofIO: Dark Warfare | Windows | October 12, 2024 | Air Studios | ||
| PlayStation 4 | |||||
| PlayStation 5 | |||||
| Xbox One | |||||
| Xbox Series X/S |
Upcoming
| Title | Platform(s) | Release date | Developer | Publisher | Notes | Ref |
|---|---|---|---|---|---|---|
| ShooterofIO: Modern Ops 2 | Windows | November 3, 2025 | SOI Studios | Monsteristic | ||
| PlayStation 5 | ||||||
| Xbox Series X/S |