A screenshot depicting the SMUSH interface. SMUSH represents a bespoke multimedia tool that Vincent Lee developed specifically while working on the creation of Star Wars: Rebel Assault.
At first, its purpose was to serve as a data compression and streaming utility, incorporating various techniques and algorithms to achieve the best possible quality and performance within a minimized data footprint. Each animation frame was simplified to its most basic components before being reconstructed to its original form during playback from the CD media.
Its capabilities were broadened to encompass design and editing functionalities, allowing for the manipulation of elements and events. SMUSH treats objects as "animation blocks" (encompassing pre-rendered backgrounds, 2D cutscenes, effects, music, and more) as distinct entities existing along a timeline. This expansion of SMUSH's capabilities led to Lee's appointment as the project leader and designer for Rebel Assault.
The initial compression efforts yielded graphics of noticeably low quality. Throughout the game's development, Lee dedicated time to refining the compression algorithms and experimenting with various texture maps, prioritizing those that could preserve textures and edge details effectively. The optimal compression technique was selected for each scene, based on the specific type of imagery and the extent of animation present.
The audio component, used for integrating and modifying sound, features a multitrack playback system that accommodates four channels: music, voice/radio communications, and two channels dedicated to overlapping sound effects. Sound Engineer Clint Bajakian considered it a groundbreaking advancement, especially when compared to other games of the time that typically only had single-channel digital audio.