 When Bédard joined the project , the game focused on the 2D – 3D mechanic and did not yet have open world ambitions . He coded the game in Microsoft Visual C # Express and XNA Game Studio Express . His first task , the level editor Fezzer , was coded from scratch in XNA and inspired by SketchUp . Bédard also wrote the game engine , Trixel Technology , which turns 2D tiles ( " triles " ) into sides of a 3D cube pixel . The engine tracks player @-@ character Gomez in 3D space even though the game behaves as a 2D platformer . Bédard also built the game to resolve collisions when converting between 3D and 2D space . 
 When Bédard joined the project , the game focused on the 2D – 3D mechanic and did not yet have open world ambitions . He coded the game in Microsoft Visual C # Express and XNA Game Studio Express . His first task , the level editor Fezzer , was coded from scratch in XNA and inspired by SketchUp . Bédard also wrote the game engine , Trixel Technology , which <a href='uninflect' title='1'><mark>turns</mark></a> 2D tiles ( " triles " ) into sides of a 3D cube pixel . The engine <a href='uninflect' title='2'><mark>tracks</mark></a> player @-@ character Gomez in 3D space even though the game <a href='uninflect' title='3'><mark>behaves</mark></a> as a 2D platformer . Bédard also built the game to resolve collisions when converting between 3D and 2D space . 
When Bédard joined da project , the game focused on tda2D – 3D mechanic and did not yet have open world ambitions . He coded the game in Microsoft Visual C # Express and XNA Game Studio Express . His first task , the level editor Fezzer , was coded from scratch in XNA and inspired by SketchUp . Bédard also wrote thdaame engine , Trixel Technology , which turn 2D tiles ( " triles " ) into sides of a 3D cube pixel . Thedagine track player @-@ character Gomez in 3D space even though the dae behave as a 2D platformer . Bédard also built the gda to resolve collisions when converting between 3D and 2D space .