Design was hired to design areas of the game.
Colonial Marines was conceived by
Gearbox Software after an encounter between the company's creative director, Bryan Martell, and the director of the original
Alien film,
Ridley Scott. When
Brothers in Arms: Road to Hill 30 was released in 2005, Gearbox was interested in working with an existing
intellectual property and had previously considered Scott's 1982 film
Blade Runner and
Michael Mann's 1995 film
Heat as candidates. Martell's discussion with Scott on the
Alien universe inspired him to approach
20th Century Fox about the licensing opportunities.
Sega, who bought the rights to publish games based on the franchise in December 2006, gave Gearbox complete freedom to present them with an idea for a game. Because Gearbox had experience with first-person shooters and the development team was composed of people who were fans of
Aliens, the company proposed a first-person shooter that would be a direct sequel to it. Although the final script was written by Gearbox writer
Mikey Neumann,
Bradley Thompson and
David Weddle, writers of the 2004 television series
Battlestar Galactica, collaborated with Gearbox during the
2007–08 Writers Guild of America strike to develop the story and characters. The game takes place shortly after the 1992
Aliens sequel
Alien 3, but addresses the events that lead to it. As a result,
Colonial Marines is considered part of the series'
canon. Several locations of
Aliens like the
Sulaco spaceship and the Hadley's Hope colony were recreated for the game. To keep the same level of authenticity, concept artist
Syd Mead, who collaborated with Cameron on the film to design the
Sulaco, was hired to recreate its "mechanical mood" and design areas of the spaceship that did not appear in the film. Entertainment designer Lorin Wood was hired by Gearbox in late 2007 to take over the principle conceptual design workload after Syd Mead completed his work. Due to his industrial design experience and film industry work he helped the studio maintain a consistent aesthetic that Syd Mead and
Ron Cobb established for the film. The development team also contacted
Kodak to get color
channel details about the film's
film stock. Originally,
Colonial Marines was intended to feature squad-based gameplay, allowing the player to issue orders to Colonial Marines controlled by the artificial intelligence using
context-sensitive commands. These would include hacking doors, sealing air vents, and setting up sentry turrets. In cooperative mode, players would then be able to directly control these Marines, who would have their own strengths and weaknesses. However, this idea was ultimately dropped to make the gameplay more accessible. Gearbox developed the game for
Windows and the new
PlayStation 3 and
Xbox 360 consoles, stating that their technology would "do [the film] justice".
Production Although Gearbox is credited as the primary developer of
Colonial Marines, multiple development studios contributed to production. Initial work on
Colonial Marines, internally codenamed
Pecan, began in 2007 with the creation of a
prototype by
Demiurge Studios, who also helped Gearbox with the networking and multiplayer aspects. Between 2007 and 2010, Gearbox did not focus on the development of the game, instead preferring to work on other projects like
Borderlands and
Duke Nukem Forever, which took over a decade to develop.
Colonial Marines was built using
Epic Games'
Unreal Engine 3, but Gearbox spent a considerable amount of preproduction time developing a custom real-time lighting and shadow renderer that is "plugged" into the engine to capture the feel of
Aliens.
Nerve Software, a company that handled the multiplayer of the 2001 first-person shooter
Return to Castle Wolfenstein, built multiplayer maps.
Borderlands was released in 2009 and was a critical and commercial success. Gearbox immediately started work on
Borderlands 2, and outsourced primary development on
Colonial Marines to
TimeGate Studios, who was developing
Section 8: Prejudice at the time. In late 2010, when TimeGate started to focus their work on
Colonial Marines, the company realized that very little progress had been made. According to one source, the game was simply a collection of unrelated assets that included a lighting and shadow renderer. Although TimeGate handled primary development on the game until
Borderlands 2 was almost complete in mid-2012, their work had to constantly be approved by both Gearbox and Sega. Because narrative designers were still writing the script of the campaign mode, entire scenes and missions were discarded due to story changes. One of these involved the player escorting a scientist who would be a secret agent working for the Weyland-Yutani corporation. There were disagreements on the design. Sega wanted
Colonial Marines to be more similar to a
Call of Duty game, with fewer Aliens and more Marines to shoot at, a view Gearbox and TimeGate disagreed with. Developers also struggled to
optimize the game after spending a significant amount of time increasing its graphical fidelity for a press
demo, which ran on high-end computers not normally meant for general use. The game's shader and particle fidelity were then decreased significantly before release, and textures had to be reduced in size to fit into the memory restraints of the PlayStation 3 and Xbox 360. When Gearbox took the project back in mid-2012, the company was not satisfied with TimeGate's work, partially because the game could not run on the PlayStation 3. With a release date set for February 2013, asking Sega for an extension was not an option because the game had already been delayed several times. This resulted in Gearbox only having nine months to revise TimeGate's work and finish the game. How much of the game was actually made by Gearbox was questioned by TimeGate. According to Gearbox CEO
Randy Pitchford, TimeGate "contributed 20-25 percent" of the development time. However, without considering Gearbox's preproduction time, Pitchford said that TimeGate's effort was equivalent to theirs. A moderator on the official TimeGate forum revealed that the studio worked on the weapons, characters, Aliens, story, and multiplayer component, while some TimeGate developers estimated that 50 percent of the campaign mode in the released game was made by them. Several actors from the films were involved.
Michael Biehn reprised his role as corporal Dwayne Hicks, while
Lance Henriksen voiced the androids Bishop and Michael Weyland. Henriksen remarked that it was interesting for him to voice a character that he had not touched in more than 25 years. In contrast, Biehn commented negatively on his experience in voicing his character, stating that there was a lack of passion from the people who were in charge of the project. The soundtrack was composed by
Kevin Riepl, who is best known for his work on numerous independent films and the
Gears of War series. Because the story is canonical, Riepl's score was influenced by
Jerry Goldsmith's work on
Alien and
James Horner's work on
Aliens. The soundtrack was recorded at
Ocean Way in
Nashville, Tennessee. ==Marketing and release==