Publicity screengrab with the original Re-Volt logo (which Acclaim rejected, maybe it looked too socialist), car was made and textured by James Duncan
I've been doing some archaeological digs and found some interesting stuff. This is a little gallery page for the design odds and sods that were knocked up during the production phase of Re-Volt circa 1997 -1999, stuff that's been haunting my dusty hard drives - they might bring some light amusement and maybe some insight to the original design choices, and the ideas that were bouncing around the team at the time. Hopefully some of the other guys have got some stuff, and they can add to the pile. Enjoy some Re-Volt history, - Thank you to the whole RV community for not turning the life-support machine off :)
— Paul Phippen
The first concept sketch for Re-Volt EVER - 1997 - construction yard theme
page one of the original concept design document
page two of the original concept design document
page 3 of the original concept design document
early (and unconvincing attempt) to bring RV life to the Natural History Museum
the rooftop race was the first theme we tried, - polycount to die for
The Red Thumb Gang was an idea I had to give the game some "faces", these lab animals trained to play the game. To my eternal dismay this didn't go down well with our Exec's
An inner city council estate was one of Simon's ideas, it was an offshoot of our rooftops theme. This was extensively built with effects, but the stairs nixed the whole idea.
Poster idea using a decal sheet (like the one's you get with airfix kits etc),
Rooftops of the council estate
Sounds play a big part in establishing the environment, - Simon had this idea that you could hear domestic violence behind some of the doors on the council estate. We were way ahead of our time.
Council estate, get shafted by the lift shaft
The original rooftops course was epic, - it incorporated all the rooftop storyboard scenes, <<easily done with today's game engines>>
We considered a sponsorship tie-in with battery manufacturers (Models and render by Simon Harrison)
Chimichanga - basically a fast tractor
Screengrab of the editor mode as a work in progress (date unknown)
The first model of the first Re-Volt level - whittled down from the original concept sketch
Skeletal gibbons swinging from the roof - as if the game wasn't hard enough already
The legendary mummy jump, - I don't know why this didn't pass muster, feel free to use it in V1.3
Hi-rez rendering/lighting for museum textures
Concept sketch from the Egyptian wing of the museum, note how the cars exit from a Sphinx's tea-towel holder
Lesser known headless apatosaur, - before we stripped the polys down to within an inch of its life
Primitive texture page for the (Ken Loach inspired) council estate level
More of the never to be council estate level, - mix-n-match urban decay and squalor
Screengrab from Fiddlers on the Roof, the first RV level - heavy fog coming in
Renders for the space wing of the museum
Early concept for Bertha Ballistics - "Doh!" was considered as a game title, until we regained our senses.
Fiddlers 12 - we had this scenario working in real time, it was totally possible.