Pre-production on
Torchlight began in August 2008, shortly after the dissolution of
Flagship Studios. Runic Games was founded by Travis Baldree (lead developer of
Fate and
Mythos) and veterans of
Blizzard North and Flagship: Max Schaefer, Erich Schaefer and Peter Hu. The "entire Flagship Seattle team" consisting of 14 people (the branch of Flagship which created the original
Mythos) signed on to Runic Games at the time of its formation. Having lost the rights to
Mythos, the Runic team saw the development of a new game as a way to "finish what [they] started," although they would have to start over with none of the code or art assets from
Mythos. From the start, the company's ultimate goal was the development of a
massively multiplayer online role-playing game with gameplay similar to that of
Mythos or
Diablo, but before tackling the MMO, Runic's founders decided to "go back to [their] roots" with a smaller game that they could refine and polish within a relatively short production cycle. This single player game was intended to introduce the
Torchlight game world to the public ahead of the MMO. Further, it allowed the team to get a released game under their belts sooner than if they had immediately started on the MMO. Full production on the game started around November 2008, giving the entire project a development period of approximately 11 months. As of July 2009, 25 team members were working at Runic Games.
Audio Diablo composer and
sound designer
Matt Uelmen also joined the team, creating original music and sound for the game. Uelmen based his score on the pacing and context of the gameplay, which he observed even in very early playable builds of the game. For the "Torchlight" town theme, Uelmen incorporated some elements reminiscent of his "Tristram" theme from
Diablo, but also tried to give it a distinctly different sound. For this piece, he recorded over 200 live takes using a
twelve-string guitar among other instruments. For other portions of the score, he played a
pedal steel guitar, and created a different sound from the instrument's typical use in
country music. Because Microsoft is acting as publisher of the XBLA release,
Torchlight will likely remain exclusive to the Xbox 360 on consoles. The Xbox 360 port was developed as a collaboration between Runic Games and World Domination Industries. Runic became more heavily involved in the port in mid-2010 when it became clear that its controls and graphical interface required a complete overhaul to adapt for use with console-style controllers. As such, the player character is now directly driven by the controller without any virtual cursors. The game also includes some new content such as additional armor sets and a new pet, and incorporates technology developed for
Torchlight II including character animation blending and an improved automap. The editor, known as "
TorchED" is intended to be intuitive to use and allows the user to switch between editing levels and playing in them without leaving the editor. Player, monster, and item statistics, language translations, and even
particle systems can be customized within the editor. TorchED is also capable of editing quest events, scripting, and global
game balance. Further, the game uses publicly available file formats, allowing users to import models and animations with relative ease. ==Reception==