Two brothers Homam & Wessam Bahnassi started with the idea of forming a small indie development group named IN|Framez Technology in early 2002.
Few months after forming the company we got hired to different game companies. So it was unfortunate as we didn’t have the time to develop our own game due to conflict of interest. However, we did some interactive architectural walkthroughs and demos and of course continued playing our favorite games :)
Our last job was at EA Montreal, where Wessam spent 7 years working there as a Lead Rendering Engineer, and Homam spent 3 years working as a Technical Artist in the same studio. On March 2013, EA shut down its Montreal Games office. So we decided it is the time to start working on our own game. So it was back to IN|Framez and the game would be Hyper Void, our first official game :)
We have always been obsessed with the vast universe surrounding us and what kind of strange events taking place in it. HYPER VOID is our first creative project, and we want it to let our (and our audiences’) minds break loose imagining what could happen out there and how humans could live through it. The world of HYPER VOID is built around the time-space continuum theory and one of its most prominent consequences: wormholes.
The goal of the game is to provide space-shooter fans with a game that refreshes the genre with a remarkable experience of intense action and highly dynamic environment presented in HD glowing graphics while maintaining the retro gaming experience that many of us enjoyed in the early days.
We grew up on KONAMI’s series of space shooter games (GRADIUS, SALAMANDER and NEMESIS) and others (such as XENON 2: MEGABLAST and TEMPEST). We loved those games, and that strongly influenced us to make an arcade space shooter, but we disliked the frustrating difficulty that such games usually have. In HYPER VOID we address this issue carefully through embracing friendlier gameplay without spoiling the fun and challenging qualities we liked in previous space shooter games. This gameplay approach is explained later on in Level Design and Mechanics sections.
Other great games influenced us when doing Hyper Void: