It was an irresistible opportunity. Just before the launch of Killzone Shadow Fall, Guerrilla Games offered us the chance to visit its Amsterdam studio – to meet and talk with every major design and technology discipline within its walls. As journalists we are almost always outsiders looking in, and not privy to the design process itself, so this unprecedented level of access would make for a very different article. During the course of our visit, we swiftly discovered that next-gen isn’t just about better graphics and sound, although clearly those play an important part; it’s about the opportunities this new level of power offers to developers, and how it allows them to more fully express themselves as creators. A key part of this is procedural generation of in-game assets – animation and audio are two systems that benefit from this the most. Killzone Shadow Fall has seen a radical change in how these game elements are handled; instead of bespoke high-level code being generated by programmers on direction from the creative element, a more low-level system has been created, allowing designers more access to raw game data. When they sculpt new assets, they are translated into raw, procedurally generated code… Read full this story
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