Relic Entertainment has admitted that it's had to overcome a fair few technical hurdles during the development of Warhammer 40K: Space Marine.
In an interview with CVG, Space Marine game director Raphael van Lierop was asked how it's managed switching from being a traditionally PC-exclusive studio to working on a multiplatform title in a new, unfamiliar genre.
Lierop told us the studio bolstered its numbers by recruiting people with console experience to support its existing Warhammer-familiar RTS team.
"The Space Marine team is comprised of a lot of talent that has worked on other 40K games in the RTS realm, but also a lot of new people over the last few years that have joined the company specifically for Space Marine because they have console development experience," he said.
Lierop went on to explain the different measures Relic took to make up for its lack of experience, which included calling in Darksider's developer Vigil to lend a hand.
"It's been a huge technology challenge for us," he explained. "Early on in development, a couple of years ago, we took a drop of the Darksiders engine from Vigil, who shared the technology with us so that we would have a foundation to work with.
"That's how we started the multi-platform engine and on top of that we built a huge amount of proprietary Relic tech," he said.
"We're also using middleware where it makes sense. So we've got Havoc physics and whatnot, we've done our due diligence on the technology, we've got a lot of smart people working on it and like I said the game is running very well on all platforms right now. It's smooth at 30 frames per second and we're even going to be able to take it above 30 for most of the game."
Lierop has also told CVG that comparisons to the Gears of War franchise don't worry the studio. They wouldn't worry us either, to be honest.