![]() This new generation allowed us to do exactly that, and I believe it translates to a true new-gen experience in the Star Wars universe. We didn’t want to break what we did in the first game because it was well received, but we wanted to evolve/ enhance the experience. These features aligned perfectly with how we wanted to push the game. Bottom line, we learned quickly that we could take advantage of the faster processors, larger/faster memory, better loading times, etc, to create much larger maps, with more detail, greater density, broader enemy/NPC variety, and overall fidelity. You’ll experience the benefit of the more powerful hardware throughout Survivor. But the process did help us define how we wanted to approach ray tracing on our modified version of the Unreal 4 engine. “ was a good proving ground while we were considering how to enhance Survivor…We actually considered ray tracing for the new-gen Fallen Order because we were already building it into Survivor, but we ultimately scrapped it, because the environment art authoring between the generations was pretty different. ![]() Jedi: Fallen Order was a fantastic upgrade that really brought the game into its own. TO CREATE MUCH LARGER MAPS, WITH MORE DETAIL, GREATER DENSITY, BROADER ENEMY/NPC VARIETY, AND OVERALL FIDELITY.” “WE DIDN’T WANT TO BREAK WHAT WE DID IN THE FIRST GAME… WE WANTED TO EVOLVE/ENHANCE THE EXPERIENCE. In the March 2023 edition of PLAY magazine, game director Stig Asmussen explained why Star Wars Jedi: Survivor isn’t appearing on last-gen consoles. ![]()
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