Ellipsoid Graphics: The Bizarre Road Not Taken in Video Game Rendering

Decades before DLSS, one developer explored a unique spherical approach to 3D character models, resulting in games that looked unlike anything else.

Jun 6, 2026
Hardware & Tech
Ellipsoid Graphics: The Bizarre Road Not Taken in Video Game Rendering

The evolution of video game graphics is often perceived as a straightforward march from lower fidelity to higher, from 2D to 3D, and from basic lighting to complex ray tracing. However, this narrative overlooks numerous alternative paths and experimental technologies. One of the most unusual examples emerged in the early 1990s, when developers were still grappling with the fundamentals of 3D rendering. Amidst the transition from the 2.5D corridors of games like Doom to the fully 3D environments of Quake, a British studio proposed that the future of 3D graphics lay not in triangles, but in spheres.

This innovative approach was championed by Andrew Spencer, a programmer who began his career in the Britsoft era. After founding Andrew Spencer Studio in the late 1980s, Spencer dedicated five years to developing his most distinctive game, the fantasy survival horror title Ecstatica. The game utilized a bespoke engine that rendered characters and environments using ellipsoids—spheres, ovals, and balls—instead of the then-emerging standard of polygons.

Spencer explained in a contemporary interview that this ellipsoid technique was intended to create more organic-looking characters. He argued that triangles tended to produce rigid, robotic figures, whereas ellipsoids could yield more rounded, human-like forms. Furthermore, he suggested that ellipsoids could be more efficient, allowing for more visually appealing characters with fewer geometric primitives.

The unique aesthetic of Ecstatica was also shaped by French animator Alain Maindron. Maindron noted that Spencer's ellipsoid technology facilitated smoother animation transitions compared to polygon-based methods. He was able to work with 3D models and animations relatively easily within Spencer's custom editor, even contributing to character behavior coding.

While screenshots of Ecstatica might appear unusual today, particularly for a survival horror game, it's crucial to consider the context of 1994. Doom had only recently released, and Ecstatica offered players characters with a fluidity of movement and a spherical appearance that was groundbreaking at the time. The game's unique visual style and its innovative rendering approach set it apart from its contemporaries.

Ecstatica was initially conceived as a testbed for Spencer's ellipsoid technology, with the studio planning to build upon it for more ambitious projects. This ambition materialized in their next game, Urban Decay. This title retained the ellipsoid rendering but shifted the setting from a medieval fantasy world to a modern, violent urban environment. Urban Decay aimed to push the ellipsoid technology further, employing twice the number of ellipsoids for character models, supporting SVGA graphics, and featuring advanced facial and hand animations. Composer Mike Clarke even suggested the game incorporated an early form of ragdoll physics, with enemies reacting dynamically to being shot.

Despite its visual advancements, Urban Decay ultimately never saw release. According to reports, the project faced numerous design and style revisions, including a push to abandon the ellipsoid style in favor of a more traditional polygonal look. This change led to the departure of the game's lead animator, Eamonn Butler, and the project was shelved.

With Urban Decay on hold, Andrew Spencer Studio returned to developing a sequel to Ecstatica. This follow-up incorporated the technological innovations explored in Urban Decay into a direct continuation of the original game. Although the concept was straightforward, Ecstatica 2 became known for its challenging puzzle design, yet it still received positive reviews upon its 1997 launch.

By this time, however, the future of ellipsoid graphics had largely been decided. While Spencer's technology excelled in software rendering, the industry was increasingly leaning towards hardware acceleration for polygonal graphics. Spencer himself expressed frustration with the challenges of porting Ecstatica 2 to the PlayStation, noting that the console's hardware was optimized for triangles rather than ellipsoids, which were predominantly software-driven and thus less suited to the console's architecture.

The legacy of ellipsoid graphics is not one of missed potential for a different visual future, but rather a testament to the diverse experimental paths taken in the early days of 3D graphics. It highlights that not all technological advancements represent inevitable progress, and some innovative approaches, however unique, are destined to remain curiosities of gaming history.

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