Infinite Space was co-developed by
PlatinumGames, a company founded by ex-
Capcom staff including producer
Atsushi Inaba; and
Nude Maker, a company founded by former employees of
Human Entertainment including director and writer Hifumi Kono. The adult Kono had wanted to create a sweeping science fiction epic since his teens, though he had never imagined being able to do so. The project began when Inaba contacted Kono, having wanted to work with him since the pair's experience developing
Steel Battalion.
Infinite Space was unusual compared to PlatinumGames's other action-based titles, but Inoue pushed for something out of the ordinary to be included in their library. PlatinumGames oversaw and supported production under Inaba. Nude Maker handled the core programming and creation of initial art assets and scenario, with expansion of aspects such as artwork handled by other external studios. The production was notably supported by
Studio Nue. When publisher
Sega presented the proposed budget, Kono felt it was restrictive for a console game, but large for a handheld title. Not wanting to cut anything from the game, he chose to make
Infinite Space for the DS. The platform choice was also seen as having the smallest commercial risks compared to home consoles due to the game's scale and mechanics. Kono commented that it proved difficult fitting all the game's content on the DS cartridge. As part of its promotion, Sega announced that the developers were aiming to push the technical limitations of the platform. Similar to
Steel Battalion, Kono proposed a dedicated control peripheral for
Infinite Space, but PlatinumGames rejected the idea in favor of having the broadest market appeal possible. Kono attributed the successful production to both new tools that helped organise production within the small team, and the dedication of staff involved. While the gameplay system was uncommon among Japanese titles, the design aim was not to make it complicated. Spaceship customization was present during the early talks between Inoue and Kono, drawing inspiration from playing with action figures as children. Kono felt the crew recruitment system was a necessity, as a large crew was more important to ships than it would have been to a tank or similar customizable vehicles in other games. The customization options also allowed players to complete a game with their "ideal fleet" rather than needing to acquire and upgrade different ships across the campaign. The rock-paper-scissors mechanics of battles were decided upon later. Exploring a ship interior in real-time was considered, but dropped due to the DS's technical limitations. The difficulty curve was not intentionally high, but it was intended that players should learn the systems, and it served as an extension of the narrative featuring an inexperienced youngster going against ruthless veterans. The team experimented with online multiplayer, but due to potential issues and the project's already large scope, these plans were dropped.
Scenario and art design Kono described the scenario as dividing naturally into four parts. The first half of the narrative was a lighter-toned adventure, while the second half leaned more towards adult serious science fiction. Kono created the scenario at the beginning of development, allowing him to carefully plan out revelations and relationships. The main narrative followed the human conflict, with the more esoteric elements either layered over it or appearing as smaller side-stories. In addition, Kono designed the narrative to have a grand scope by using locations across multiple galaxies, contrasting against a trend he noticed for recent science fiction to stay within the Solar System. Looking back on its production, Inoue noted that the scenario kept expanding, increasing the game's ROM size and putting their resources and production schedule under pressure. Kono wanted to include voice acting, but the space limitations of the DS made his desire for full voice acting impractical. Voice acting ended up being limited to in-battle exclamations. While not all planets and galaxies could be visited, Kono took pains to describe different races and factions in-game. The scenario drew influence from multiple sources. The main influences were science fiction authors
Arthur C. Clarke and
Greg Egan, and anime creator
Yoshiyuki Tomino. In using Clarke, Kono took the themes of the novel ''
Childhood's End'' and incorporated its perspective through the game's view of humanity from an overarching perspective. Another direct influence was the work of
H. P. Lovecraft, particularly the contrast between the vastness of space and small-scale actions of humanity. Other cited influences from both Kono and Inoue include the television series
Star Trek and the
reimagined Battlestar Galactica; the manga
Space Pirate Captain Harlock and
Planetes; and the anime
Space Battleship Yamato and
Space Runaway Ideon. The character graphics were the first designs to be created, with rough sketches created by Nude Maker staff and then handed to the external artists. Character portraits were created using "dot-like" graphics, allowing for small detailed adjustments where needed. The anime stills used for cutscenes were a choice born of budgetary and hardware constraints. The character and ship designs were created in parallel with the scenario due to time constraints, leading to parts of the scenario being altered in response to the character designs. Due to these changes, many of the minor characters changed roles completely, although their affiliation with different organizations remained intact. The characters were designed by
Sawaki Takeyasu and Tatsuro Iwamoto, who had both worked on
Ōkami. The ship, mechanical and environmental designs were handled by
Kazutaka Miyatake of Studio Nue,
Yasushi Yamaguchi, Junji Okubo, Tetsuyaro Shinkaida, Naohiro Washio, Goro Murata, and Mitsuru Yaku. While incorporating hard science fiction elements, Kono also incorporated
anime-inspired characters and events to broaden its appeal. As part of the promotion in Japan, an anime short film was co-produced by studios
Gonzo and
Production I.G. It was first shown on stage at the 2008
Tokyo Game Show, then released in multiple parts through the game's website. The anime was directed by Yasufumi Soejima. The animation director was
Fumitoshi Oizaki, while art direction was handled by Nishino Takashiyo and Yusuke Takeda. It was commissioned by Sega at Inaba's request as he wanted to further express the world of
Infinite Space, but knew the DS lacked the hardware to incorporate multiple anime cutscenes. The anime was also published online in English.
Music The soundtrack was composed by members of the sound team of
Grasshopper Manufacture. The company had previously worked with Nude Maker on the audio design of
Steel Battalion. The most notable composer was
Masafumi Takada, whose work at Grasshopper Manufacture included
Killer7 and
No More Heroes. The game was one of Takada's last projects with Grasshopper Manufacture before becoming an independent composer at the end of 2008. The soundtrack was principally composed by Takada and Jun Fukuda, who Kono described as the two composers he trusted the most. Additional music was composed by Etsuko Ichikawa and Yusuke Komori. Kono requested tracks that would express the expansive nature of space, something which proved challenging due to the DS's limited sound capacities. The ending theme "Infinity Route" was performed by Chieko Nishimura. A two-disc soundtrack album was released on July 29, 2009. It was co-published by
Geneon Entertainment and Sega's WaveMaster label. The soundtrack release included an orchestral piece titled "Infinite Space", created by
Masamichi Amano and performed by the
Tokyo Symphony Orchestra for the promotional anime short. ==Release==