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3D Construction Kit

3D Construction Kit
3D Construction Kit logo.png
ZX Spectrum Title screen
Developer(s) Incentive Software (Amiga and ZX Spectrum versions), Domark (other versions)
Publisher(s) Domark, Incentive Software (DOS version only)
Designer(s) Programmers: Paul Gregory, Sean Ellis
Graphic artist: Eugene Messina
Other artists: Chris Andrew, Ian Andrew, Kevin Parker
Engine Freescape
Platform(s) Acorn Archimedes, Amiga 500/600, Amstrad CPC 464/664/6128, Atari ST/Mega STE, Commodore 64/128, DOS, Sinclair ZX Spectrum 48/128/+3, Commodore Plus 4(unofficial)
Release
  • EU: June 1, 1991
  • NA: 1991
Genre(s) Construction kit, game creation, utility, simulation
Mode(s) Single player
Review scores
Publication Score
Your Sinclair 92% (ZX Spectrum)
Your Commodore 100% (C64)

3D Construction Kit (US, Canada and Israel release title: Virtual Reality Studio), also known as 3D Virtual Studio, is a utility for creating 3D worlds in Freescape. Developed by Incentive Software and published by Domark, it was released in 1991 on multiple platforms. The game originally retailed for £24.99 for the 8-bit version, and £49.99 for 16-bit version, in the United Kingdom. A sequel, 3D Construction Kit II, was released in 1992, but only available on Amiga, Atari ST or IBM PC (DOS).

Incentive Software had released games using the Freescape engine before, but with 3D Construction Kit, the company took the concept to a whole new level, giving users the ability to create their own worlds and games. In 3D Construction Kit, interaction with the world is usually limited to a cursor controlled with the keyboard, offering the possibility of interaction with nearby objects.

The kit has a very simple graphical user interface, allowing users to create and manipulate objects within the game's 3D environment. Primitives such as cubes, cuboids and pyramids can be easily created and edited to be scaled and placed on the 3D world. Colours can be selected for individual elements, making the free roaming worlds more varied and complex. The user-created virtual world is divided into areas, reducing the processing power required to render objects. The areas can be as large as the memory allows.


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