Examples of this can be seen across the sticker characters that inhabit the worlds, and some of the more elaborate animating surfaces, such as in the Knitted Knight Trials. Similarly, vertex animation was frequently used to maximize the number of animating objects we had on a single screen, as well as improving performance. This gave us a huge amount of freedom to iterate the game content quickly and easily throughout development. For example, the majority of world geometry was procedurally modeled directly in engine, using purpose-built spline tools. The core principle of iteration was built into the development cycle from the very beginning. Designers being able to quickly prototype mechanics in Blueprints allowed us to gain confidence in our core gameplay at the earliest opportunity. Houghton: Rapid prototyping and iteration played a huge role in SABA’s development due to the hundreds of unique gameplay mechanics and world interactions. What aspects of Unreal Engine were important in the making of Sackboy: A Big Adventure? This obviously had a huge bearing on the level design, but it also had a sizable impact on things such as Sackboy’s animations and costumes. This meant that all aspects of the game needed to be readable through this lens. Ensuring that all players would have a great time from one single viewpoint was our guiding constraint. So, in terms of implementation, everything started with the camera. The entirety of Sackboy: A Big Adventure's main campaign can be played both locally and online, by one to four players. It gave us a great opportunity to expand the world, expand his move-set and fully explore his personality. Houghton: Shifting to 3D felt like a natural evolution for Sackboy. The game is shifting from a 2.5D game to a 3D perspective platformer, what inspired that change and how was it implemented?
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