''Mirror's Edge
was developed by the Swedish company DICE as part of an effort to create something fresh and interesting, anticipating a need to diversify away from the successful Battlefield franchise the studio was known for. The game was conceived in July 2006, when the studio decided to create a first-person game that would not be like a traditional first-person shooter, a genre that was considered very crowded at the time. Because first-person shooters typically focus on weapons and technology, DICE wanted Mirror's Edge
to focus on the player character and their physicality. The opening chase scene of Casino Royale and the way Jason Bourne fights and runs in the Bourne'' film series were major inspirations for the game. Originally, the development team experimented with the player being able to drive vehicles, but the idea was ultimately dropped because they felt it would break the flow of the game. The game's protagonist emerged from a
sketch illustrating an athletic female hacker, who art director Johannes Söderqvist felt suited the game very well. He explained that he was interested in a strong female character that would appeal to both women and men, and who became a hero not because of high-tech weapons, but because of her physical abilities. Although some of the game's first-person mechanics were first prototyped in the
Battlefield 2 engine, ''Mirror's Edge'' was built using
Epic Games'
Unreal Engine 3 because DICE's own
Frostbite engine was still in the early stages of its development cycle when production of the game started. Creating all the first-person animations proved to be an ambitious task, but it was considered essential to help orient players in the game world. The game has hundreds of first-person animations and simple moves like using a ladder has over 40 animations alone. These include interactions such as jumping into it from multiple positions, climbing it up or down, or hanging on it with one hand. Although the game has a believable first-person perspective, it is not meant to be a simulation. For example, the player is able to stop quickly after a full sprint because the development team felt that keeping the inertia would make the gameplay irritating. To animate the character's in-game shadows, a different animation system runs simultaneously. The only information that is visible in the game's
heads-up display is a small reticle in the center of the screen, which was added to lessen the
simulation sickness associated with the free movement of the camera in first-person view. ''Mirror's Edge'' deliberately makes use of strong
primary colors, with outdoor environments predominantly featuring white and distinctively lacking in green. According to senior producer Owen O'Brien, this stylistic choice grew out of the gameplay, as it allows the player to focus on the Runner Vision guidance. It also serves as a health indicator, as colors desaturate when Faith takes damage. A new
lighting solution called
Beast was developed by Illuminate Labs, a company based in southern Sweden, in collaboration with DICE. This technology is able to reflect colors and create numerous soft shadows, giving the game a unique art style. Achieving the desired
lighting was a difficult process for the development team, as it involved extensive hand tweaking and a considerable amount of time to
render each level. To speed up the rendering process, DICE invested in around 400
CPU cores, which were cooled in a dedicated room with a large air conditioning unit. The storm drains in the game's third level were inspired by
Tokyo's Underground Discharge Channel. The game's animated
cutscenes were created by an external agency because DICE had no experience with 2D animations, while some of the game's art assets were created by a company based in
Shanghai. The game's working title was "Project Faith" until mid 2007, when it was changed to its current name, suggesting that the game's city is a mirror to its inhabitants. The American TV series
Firefly and its film spin-off
Serenity were cited as major influences on the setting. Writer
Rhianna Pratchett, hired a year and a half before release, described the society portrayed in the game as somewhere between an
anti-utopia and a
nanny state, stating that the game explores the contrast between citizens who give up their personal freedom for a comfortable life and those who prefer to live on the edge freely. O'Brien deliberately chose not to give the city a proper name because it was considered an amalgamation of many different cities, blending both
Eastern and
Western aesthetics. Around two and a half hours of
in-game music were composed by electronic music artist
Solar Fields. To ensure there was a good flow between the player and the game world, the score was designed to be very interactive and different parts transition seamlessly. The game's main theme song, "Still Alive", was composed by Swedish producers
Rami Yacoub and
Arnthor Birgisson and performed by Swedish pop singer
Lisa Miskovsky. The game
went gold on November 6, 2008, after nearly two years of development. == Marketing and release ==