Welcome to the Raven Software Developer Diary for our new FPS, Singularity. In these diary entries you will be reading about the process of how Raven Artists, Engineers, and Animators went about creating the world of Singularity. These talented creators will be discussing environment and weapon design, characters, graphics, FX, menus, level creation, animation, and more. We’ll even throw in some entries from our AI programmers discussing enemy control systems and specific enemy encounters.

Singularity is an original property conceived at Raven by a veteran, guerilla prototyping team, and brought to life by the entire studio. Much iteration of design and gameplay was involved, and there were many challenges faced involving the concepts of time travel, time manipulation, and alternate timelines. On paper things sound great, but when put into the context of gameplay, some of these time mechanics become more than the sum of their parts. Ultimately, by sticking to the original core idea of Singularity as a moody, intriguing story about time and cold war technologies gone awry, we stayed faithful to the vision of what Singularity is. We hope you enjoy this inside look at the creation of Singularity and the mysterious island of Katorga 12.