![]() ![]() You can consume them one by one, but if you go deeper into the stories behind them, you will see that they are part of the bigger picture.” The Power Of Photo Modes “These small narrative bites are interconnected with each other, sometimes like a spider’s web, sometimes like Matryoshka dolls. “We try to get gamers used to the fact that there is a story behind every corner and behind every player-activity in the world,” says open-world director Bartosz Ochman. For instance, Regina represented the district of Watson and her gigs were an opportunity to learn about Night City’s social issues, like cyberpsychosis among veterans. In Cyberpunk 2077, the team used fixers and gigs to introduce you to the issues of the world. and we started to get ideas for metrics and scale and size … We played a lot to determine, where do we exaggerate heights to just make it interesting to swing across the city?”įor CD Projekt Red, narrative reigns supreme, and it tucks away certain threads within its worlds to pique your curiosity. “And we started figuring out, well, for every two swings, we want him to pass one large building. ![]() “There was a lot of exploration early on, like how fast is our Spider-Man swinging?” Christian recalls. Miles Morales director Cameron Christian said once the team started asking those questions and figuring out distances and heights, everything started coming together. Having New York as its destination may have given Insomniac a template to work with, but the team had to think about traversal from the perspective of Spider-Man. Insomniac Games had one rightfully important feature drive how it built the world for its Spider-Man titles: the web-slinging. Those are ginkgo trees, and trees like that do grow in that area. “It’s not technically realistic, but it isn’t not realistic either. “You can see it from across the island it definitely stands out,” says art and creative director Jason Connell. For instance, take the Golden Forest instead of having every type of tree that actually grows there, the team focused on using orange and yellow hues for the trees. Sucker Punch took some of the most interesting pockets of the real-world island of Tsushima and expanded them to make its entire map look like the kinds of places that would show up in someone’s Instagram feed. The team certainly did a lot of research into Japan and took inspiration from Akira Kurosawa films for its samurai tale, but it also wasn’t afraid to punch things up. You can’t play through Sucker Punch’s Ghost of Tsushima without noticing its serene beauty and striking locales. ![]() We also knew we needed to probably have York it was like one of the biggest port towns back then … and those White Cliffs of Dover, like on the southern edge of the map.” In the end, Ubisoft Montreal decided to give each territory its own narrative arc, which would introduce you to significant places and figures through the main plot, but also hold its share of environmental storytelling to give each area its own flavor and feel. “We knew for sure we needed to have Stonehenge and London. “We took a top-down view of England,” Bergeron says. ![]() To learn more about this intense undertaking, we chatted with several developers from award-winning studios such as Ubisoft Montreal and Quebec, Sucker Punch, Insomniac Games, and CD Projekt Red, to see what goes into these worlds that we voluntarily lose ourselves in.įor Assassin’s Creed Valhalla, level design director Philippe Bergeron said the team had one goal: “ want to make sure that get the greatest hits of being a Viking.” This meant identifying the iconic landmarks, characters, and historical events before dropping them into a geographical map. In these vast locales, myriad activities provide fun diversions, NPCs live out full lives, and intriguing discoveries are around every bend.Įveryone can remember their favorite world to explore, but what goes into building these vistas that slowly sprawl out before you? We were curious about the process behind these fascinating places and the design decisions that bring them to life. Developers constantly have to find new and interesting ways to keep the journey through these massive landscapes exciting, while also making them feel like living and breathing entities. But keeping players entertained for the long haul isn’t as simple as randomly filling the map with various knick-knacks and sidequests. Players gladly immerse themselves in virtual environments for hours on end, uncovering every possible facet and secret. One area that keeps flourishing is open-world design. Video games are constantly getting more ambitious, whether it’s from advances in technology offering new possibilities or developers building on past innovations. ![]()
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