![]() ![]() Now, going back to Neon Giant itself, you're a very small team of 11 people. But this is always something we were keeping a keen eye on whenever there's an update, and we keep talking to the guys at Epic, saying 'Well, when this is out, we're definitely going to use this.' Building a 'AAA' game with a small team There are of course tools we didn't use because they just didn't fit what we're making. So I think we've been pretty good at using most of their toys and tools, I can't think of one that we wanted to use that we didn't. It doesn't matter how big or small you are.Īnd then obviously we've used a lot of blueprints, which is their visual scripting, which allows us non-coders - you don't want to pay me to program your game - to still create a lot of content and raw gameplay that's actually what you use in-game, you can take it way past prototyping. And that's thanks to a very, very good workflow between Unreal, Unreal's physics, and Houdini and that whole thing is quite a sight to behold. I'm not sure if I should say fans because they haven't played yet, but from believers on YouTube, etc, is that they, really, really liked the destruction. And that's the same thing we've gotten a lot of credit for from fans. We have a sweet bridge between Houdini, which is a tool that a lot of people use for procedural stuff from destruction, animation, smoke, and stuff like that. Again, this comes from us actually having used the technology before because we moved over so we're using their new special effect tools, Niagara, instead of the old Cascade, I think we have some Cascade stuff in there still but we're definitely on the new tech there. So together within NVIDIA, we've found solutions for that - mostly them to be honest - and we take them into our game with everything from distances to angles because it's not your typical first-person camera.Īre there any features in Unreal Engine that you wanted to take advantage of but you weren't able to for some reason or another, like it didn't fit with the design of the game or you just didn't have the staff power?īerg: I'd say we did manage to use most of the stuff we wanted to use. A lot of it that you see out there is first-person, so we do a lot of things that weren't tested before. They've actually helped us write code and optimizations and everything because, with our camera, we are not your typical game that uses ray tracing. Can you talk more in-depth about what kind of ray tracing you're opting to implement in The Ascent and what that process has been like?īerg: We always try to play with the new toys and we've been working with NVIDIA on playing with everything. Ray tracing can be used in a couple of different ways. But yes, it does play really well with Unreal Engine, and it does play really well with newer technology, and next-gen and all that stuff. So this was really just the obvious way for us. When starting this game, we also wanted to play to our previous experiences, to know that we can deliver. So of course, we wanted to play with that and use that. My colleague and partner in crime Tor Frick, if you were to look at his history in art and as an art director, he has this art style regardless. Did that art direction lend itself well to a lot of the features you're working on, like ray tracing?īerg: Yeah, it's very much in our favor. The Ascent takes place in this cyberpunk world with some noir influence, with lots of neon lights, lots of very metallic surfaces. We knew we were going to be on Unreal, we know that whatever we do next is going to be on Unreal, because that's where we know how to make games, basically. Several of us have also shipped games on Unreal Engine 3, and obviously, a lot of that know-how carries with us and for us, it was never really even a discussion. ![]() So a lot of us come with experience from beforehand. So I was working on Unreal Engine 4 before it was even released to the public. A lot of us are a bit fanboy because, me personally and several of us, we have experience working at Epic, you know, where the engine is actually made. Since this is the team's first game, why did you choose Unreal Engine 4 instead of another engine?īerg: I'll go out on a limb and just say it's the best engine.
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