Relic Entertainment was founded in Vancouver, Canada, on June 1, 1997, and began work on
Homeworld as its first game. Relic co-founders Alex Garden and Luke Moloney served as the director and lead programmer, respectively, while Erin Daly was the designer and Aaron Kambeitz the lead artist. Garden was 22 years old when he founded the company. Writer
David J. Williams is credited with the original story concept, while the script itself was written by Martin Cirulis and the background lore was written by author
Arinn Dembo. Cirulis and Dembo, credited jointly as "Marcus Skyler", were selected by the publisher,
Sierra Studios, partway through development to expand the story concept of Relic and Williams. Sierra agreed to publish the game early in development based on, according to Garden, "two whiteboard presentations and no demo". Development of the game took over two years; the gameplay systems were largely complete by the final eight months, which Relic spent polishing and improving the game, including adding the whole-map Sensors Manager view. In a February 1999 interview, Garden said the testers had found it much harder to play than it was for the developers, leading to the addition of features like short briefings at the beginning of levels to explain new concepts. The game was initially expected to be released at the end of 1998; Garden stated in a 1999 interview that the team found creating the core game itself much easier than getting it to the quality level they wanted, and that if they had known how difficult it was going to be they may have chosen not to do the project. He said that Sierra did not put much pressure on the studio to release the game before it was ready, and that Relic felt much more pressure from impatient fans. Several ideas, including ship customization, convoy routes, and different unit types for the Kushan and Taiidan fleets were cut as they could not be done well enough for the project. Relic did not specifically set out to create a real-time strategy game; Garden and Relic were primarily focused on making a game with exciting large-scale space battles, and chose the genre in order to support that. As a result, they did not try to make innovative gameplay changes in the real-time strategy genre, but instead worked on making implementing the genre in a fully 3D space to make the space battles they envisioned. Garden told
Computer Games Magazine in 1998 that "there's no sort of design philosophy behind it. The fact that it's real-time strategy was almost a fluke." The original
Star Wars film trilogy was one of the primary inspirations, along with the 1970s television series
Battlestar Galactica: in a 1998 interview with
PC Zone, Garden stated that his original concept was "a 3D game that looked like you were watching
Star Wars but had a storyline like
Battlestar Galactica". He drew further inspiration from correcting what he felt were the limitations of the first-person space flight game
Star Wars: X-Wing vs. TIE Fighter. He felt that having the player control a ship from a cockpit view detracted from the feeling of the overall battles, and so chose to have the player control a whole fleet from an external view. According to art director Rob Cunningham, the visual design was inspired by the sci-fi art of
Peter Elson,
Chris Foss, and
John Harris, as well by
Star Wars movies and
Masamune Shirow. The vertical design of the mothership and the horizontal galaxy in the background were intended to give the player a visual alignment to orient themselves in 3D space. The focus on the combat drove several other areas of focus for the development team: according to Garden, Relic spent considerable effort on making high-quality ship models, computer-controlled flight tactics, and maneuvers like
Immelmann turns because "everyone is going to zoom right in on the first battle, just to watch". They felt that the advanced unit-level maneuvers in the context of large fleet-wide battles would increase immersion for players, and create a "
Star Wars feeling" to the battles. To accentuate this, instead of recording stock sound files for units to use when maneuvering, the team instead recorded several thousand smaller clips which are combined to describe exactly which ships were taking which action, and are then modified by the audio engine to reflect the position and motion of the ships relative to the player's camera. The working title for the game was
Spaghetti Ball, chosen for Garden's early vision of the battles as a mass of tangled flight paths as ships maneuvered around each other, contained within a larger sphere of available space. Although early previews expressed concern about the difficulties of controlling so many ships in 3D space, according to Garden the team felt that moving the camera and controlling the fleet were two wholly separate actions, and by treating them as such it made designing them and using them much simpler. The sound design, audio production, and music were contracted to composer
Paul Ruskay and Studio X Labs, which he founded in February 1999 after starting on
Homeworld in October 1998. In addition to his original music compositions, Ruskay used a recording of the 1936 piece for
string orchestra by
Samuel Barber,
Adagio for Strings, in an early scene in which the player finds the destruction of Kharak. The piece, in turn, became a central theme on the soundtrack.
Adagio for Strings was proposed by Garden, who heard it on the radio and felt it fit the mood of the game "perfectly"; Ruskay had a new recording of the piece made by a
University of California choir, as the license fees for the recording Garden heard were too high for the studio. The closing song, "
Homeworld (The Ladder)", was composed for the game by the English rock band
Yes. Yes were in Vancouver at the time recording
The Ladder, and learned of the in-development
Homeworld. Lead singer
Jon Anderson was interested in writing something based on a video game, and wrote the lyrics to fit. The soundtrack was released in a 13-track album that was bundled with the Game of the Year Edition of
Homeworld in May 2000, and again in a 37-track
Homeworld Remastered Original Soundtrack digital album alongside the
Homeworld Remastered Collection in March 2015. ==Reception==