in 2007
Rez was developed by
United Game Artists, an internal studio of
Sega led by
Tetsuya Mizuguchi, who was then known for his work on
racing games. The original concept for
Rez originated between 1994 and 1995. During research work in Europe on
Sega Rally Championship 2, Mizuguchi and a few friends attended the open-air music event
Street Parade. Seeing people swaying en masse to the music, he decided that this was the type of game he wished to make. At this time, the technology was inadequate for realising his vision. In 1998, Mizuguchi was approached about forming a dedicated team to work on new innovative titles for Sega's new
Dreamcast console; his first project along these lines was
Space Channel 5, and during its production he made plans for
Rez. He built up his new team at what would become United Game Artists. As with
Space Channel 5, Mizuguchi wanted to draw in casual gamers from across demographics, along with people who would normally not play games. He had great difficulty pitching the game to Sega, as he found it difficult to explain what
Rez was until they played the prototype. Production proper began in 1999 following the completion of
Space Channel 5. A large portion of the staff were drawn from
Team Andromeda, creators of
Panzer Dragoon. Pre-production lasted a year, and due to the variety of staff on the project there were several strife-filled periods and disagreements between groups within the team. The game went through different working titles including "The Sound Project", "Project Eden", "K-Project" and "Vibes". There were early plans to title the final game "K-Project" or "K". Once "
Rez" was suggested, Mizuguchi felt it was a name which would be both memorable and have international appeal. The final title was meant to be a contraction of "Resolve", but during a studio visit from
Edge Magazine staff, he was inspired to connect it to the concept of "de-rezzing" from the 1982 movie
Tron. A different source is given by director Jun Kobayashi, who stated the title came from the word "resolute". Searching for people who could help realise his vision, Mizuguchi met up with and employed a group of
VJs dubbed "Mommy's Endorphin Machine", with Kobayashi being a member. He had difficulty explaining the concept to staff members before the first programming prototypes were created. Production of the game began on Dreamcast, but during development a version was put into motion for the
PlayStation 2 (PS2) which would release simultaneously with the Dreamcast version. This was due to the commercial failure of the Dreamcast and Sega's move to third-party software production. The team's morale was severely affected by the change to a multiplatform release.
Rez was the first Sega-produced game released on the PS2, and one of Sega's last first-party titles for the Dreamcast. The production was described by multiple staff members as hard but rewarding. According to technical officer Ryuichi Hattori, a lot of problems stemmed from it being the team's first PS2 title.
Game design The first concept for the gameplay of
Rez was that when the player shot something down, it would create a sound in synch with the background music, coupled with a vibration through the controller. Mizuguchi wanted the game to be a "full body" experience, paying homage to arcade titles he had worked on early in his career at Sega including
Sega Rally. The overall design drew from several different sources of inspiration, including
rave culture as exemplified in events such as Street Parade, and a video from Africa he saw online where a man started clapping and people either swayed and stamped to the beat or joined in. Figuring that the capacity for music and sights to draw in a crowd would be the essential element to his envisioned game, Mizuguchi began exploring how to programmatically recreate this effect. Much of Mizuguchi's time during development was listening to music to inspire his designs. Mizuguchi particularly wanted to create a non-violent shooter appealing to many people. A key element was allowing for mistakes and fluffs from the player—penalised in other titles within the genre—to be incorporated into the score of
Rez. The musical gameplay was developed following a
call and response approach (the audience responds to something from a singer or performer), similar to that of what a
disc jockey would do to get reaction from the crowd. In parallel with the development of the game's narrative and aesthetic, the team developed its mechanic of
quantizing the notes, so that regardless of the player's imprecision that they would play out on the beat, which they "felt like magic" to players of any skill level. The decision to use a rail shooter template for gameplay originated from the number of staff who were veterans of both
Sega Rally and the
Panzer Dragoon series. The game's software was developed entirely from scratch, causing issues for the team, particularly due to the PS2 release. The game went through several prototypes, with different variations on the theme of a musical rail shooter. Its earliest concepts were described by artist Jake Kazdel as "wild", with creations ranging from character action inspired by
Space Harrier to abstract characters and enemies designed like musical props. These early stages were difficult for anyone to understand, and eventually it settled down into having a more traditional player character and enemies. The first working prototype featured a figure running through a cyberspace environment, while a later build used a fighter jet. Although designed to emphasize music, Mizuguchi has stated that he did not intend the game to be considered a music or rhythm game. The idea that musical skill would be a prerequisite for full appreciation of the game was something that both Mizuguchi and Kobayashi were anxious to avoid. Instead, the team adopted a quantization mechanic for the gameplay that allowed even players without natural rhythm to interact musically with the game through a process of "locking on" to enemies. This mechanic formed a core theme along which the gameplay developed. The vibration feedback made use of the Dreamcast vibration pack, the
DualShock 2 controller for PS2, and a custom controller created by Mizuguchi's team for the game dubbed the Trance Vibrator that could be used with the PS2 version. The Trance Vibrator was Mizuguchi's idea, starting as a joke to enhance the visual mechanics of the game. The concept was born alongside the original plan for
Rez when Mizuguchi visited Europe. While the standard controllers gave good vibration feedback, it only fed into the hands. Mizuguchi's aim with the Trance Vibrator was to allow a player to place it somewhere else in contact with their skin and feel the vibrations from there. He admitted that this lent itself to situations where it could be used for sexual stimulation.
Art design and scenario The game's art director and lead artist was
Katsumi Yokota, noted for his work on
Panzer Dragoon Saga. Kazdel, who worked on
Space Channel 5, was on board as a character artist and graphics co-designer with Ryutaro Sugiyama. One of the game's earliest visual inspirations was the work of
Wassily Kandinsky, a 19th-century artist whose abstract work made a profound impression on Mizuguchi and his work. The original name "Project K" was a homage to Kandinsky, and Mizuguchi dedicated the game to him. The early plans had levels directly inspired by Kandinsky's artwork, but Mizuguchi decided against this. Other early versions drew direct inspiration from
hip hop culture and the
evolutionary history of life. One of the principle inspirations was Kandinsky's theories on
synesthesia, sensations created by the combination of different sensory inputs that had already inspired Mizuguchi's work on
Space Channel 5. A major decision for the team was using wire frame graphics for everything from character models to environments, paying homage to early video game graphics such as were seen in the
1983 Star Wars game and
Missile Command. The decision to use this style was described by Yokota as "quite interesting", as his work on
Panzer Dragoon had been aiming for the highest realism possible. The graphics mirroring the music drew direct stylistic inspiration from the
Winamp media player display. All but Area 5 were created using the same methodology; the wire frame was in the level foreground, while any particle effects and other visual elements were placed in the background area. This was the only feasible way to synchronise the music and visuals. The first four levels had different visual themes and two key colors each. The first area drew from
Ancient Egypt and used red and orange, the second used Indian culture with blue and purple, the third used Mesopotamian designs and the colors green and cyan, while the fourth area drew from Chinese culture and had a yellow and green color design. Each stage boss had a name taken from one of the planets. The final area had a design influenced by the natural world. Kazdel described this last area as Yokota's "personal trip out level". Mizuguchi's first ideas for the game's plot, which is delivered through "sensory" means rather than being driven by text and narration, was to form a connection between life and music. While presented as a cyberpunk plot, Mizuguchi envisioned the narrative as a metaphor for the journey of life. Mizuguchi has suggested that the questions during the game's climax are intended to provoke the realization that the player is "not a
hacker but a
sperm", that
Rez is a story of conception set against the backdrop of an emergent AI. The awakening of Eden at the game's end is a reference to the theoretical
technological singularity. According to Kobayashi, their journey to awake Eden allows the hacker experience elevation to a higher existence within cyberspace, achieving something similar to
enlightenment. This was visually referenced through the various forms the hacker can take as they raise their level. To achieve this fusion of themes with the visuals and score, Mizugushi worked with Yokota and team musician Nobuhiko Tanuma so the art design and musical progression would illustrate these themes. The narrative poem shown during Area 5 was written by Yokota. The English text was written by Kazdel.
Music For the musical style, Mizuguchi decided on using
electronic dance music, emulating the music he had experienced during his time in Europe. The sound design and some of the music was handled by Keiichi Sugiyama, a member of Sega's WaveMaster label. The music score was coordinated by Masakazu Hiroishi. It drew inspiration from the soundtracks of
Xenon 2 Megablast (1989) and
Xevious (1983), along with
Haruomi Hosono's 1984
Super Xevious remix single. Mizugushi and Yokota began investigating different musical genres that would evoke emotional and psychological responses appropriate to produce the primal and synaesthetic experience
Rez was intended to provide. After hours of investigation, they concluded that due to its digital simplicity which allowed a designer to isolate a single note and to alter the timing of the overall rhythm, the
techno genre offered the greatest promise for producing the desired effects. Music coordination was done by a DJ called Ebizoo, who helped incorporate the call and response methods into the in-game score. The project went through an intensive period of matching music to visuals requiring multiple iterations of back-and-forth alterations in which both music (sometimes from the first note) and art (including entire
bosses) were significantly modified. During early production, Ebizoo used placeholder tracks by
Fatboy Slim and
Underworld for test levels. Hiroishi contacted multiple composers to contribute tracks for each zone, including
Ken Ishii and
Joujouka as well as English artists
Coldcut and
Adam Freeland. These people both contributed original tracks and licensed remixes of existing numbers for the game. The team also reached out to Underworld, Fatboy Slim,
The Chemical Brothers and
Aphex Twin, but failed to reach an agreement about using their tracks. In the case of Underworld, the team wanted to use their track "
Rez" for the opening area, as they had been doing during prototyping. Underworld declined as they did not wish to be associated with any kind of video game violence as the game involved "shooting things". This led to Sugiyama creating the opening stage track. The game also included two tracks from
Oval, and a track from Ebizoo. The final boss theme was composed by Coldcut and
Tim Bran. Mizuguchi had a university friend with Joujouka's Tsuyoshi Suzuki, and the two had long wanted to collaborate on a project. The track used, "Rock is Sponge", was one of a group Joujouka was creating for an album release. Mizuguchi listened to the early versions of tracks, picking "Rock is Sponge" as most suitable. For Ishii's contribution, Sega asked for five or six variations within the track, which was around five minutes long. Ishii found this challenging, but satisfying. Mizuguchi personally approached Coldcut about using their music. They immediately understood what he was trying to do, and rather than licensing their track "
Timber" as originally requested, they composed an original track for the game. Freeland also created his track "Fear" as an original piece, inspired by Mizuguchi's description of the game as being inspired by the artwork of Kandinsky. "Fear" contained the lyric "Fear is the Mind Killer", taken from the novel
Dune by Frank Herbert. This was intended as being inspirational, and emblematic of life's struggle. "Fear" was also slower-paced than the other tracks, fitting in with the area's themes and feel. For the album release, the team asked each composer to create a new remix that was the "highest" form of the track that had been mixed and synced to gameplay. The soundtrack album, titled ''Rez / Gamer's Guide to...
, was co-published in collaboration with United Game Artists by Musicmine, an imprint of Universal, and independent record company Third Ear. It included ten tracks from across the game, including secret areas. The soundtrack was released January 23, 2002. Third Ear also released two vinyl LPs. The Rez'' soundtracks were Third Ear's first major commercial release, with one of its founders using contacts within Sega to get the publishing contract. ==Release==