Steve Ranck: Instead of developing on the slower platform (PS2) and then converting the game to the more powerful Xbox and GameCube systems, we took a different approach. We designed Metal Arms for Xbox and then made the best version we could for GameCube. Then, Mass Media signed on to develop the PS2 version with the similar philosophy of making the best PS2 version of the game possible. With this approach, Metal Arms delivers visuals to the best of each platforms abilities.
Swingin Ape developed a proprietary engine called Fang to pull off the aggressive visuals and special effects we needed for Metal Arms. On Xbox and GameCube, were using pretty much every trick in the book, from radiosity lighting to detail maps (so things dont get blurry when you get close to them) to bump mapping and dynamic shadows. We developed an array of material shaders that our art staff used to render complex surfaces with realistic lighting. The most widely use shader in Metal Arms is the metal surface shader. Probably no surprise there. But its a particularly cool shader because it allows the metal to appear corroded in areas so that the reflectivity varies across the surface.