A lot of games that do underwater scenes focus on the scuba simulation aspect. But that’s not what you had in mind here? GamesBeat: These guys are saying that there’s been a lot of different motion-simulation games. It gives us options to create these lush kelp forests and everything else. Everything you touch should be animating.” That was part of the reason I chose the underwater environments for this game. I want to make something full of life and movement. After that, I was thinking, “I want to make something green. Nava: One thing that’s interesting is that Journey was a desert game, just void of life. GamesBeat: I don’t know if that’s useful in this game, knowing how to do sand perfectly. It was a thing we worked on throughout the entire project. The whole team worked on making that sand look good. I worked with our lead engineer at the time at thatgamecompany, John Edwards, and we developed the shaders.
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