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 news

UnrealEngine  UT3 Interviews   lara 10.08.2007
text (short)
  • GamersMafia hat ein Interview mit Epic`s Lead Level Designer Dave Ewing veröffentlich. Thema ist z.B., dass man wieder mehr Richtung UT99 gehen will.

  • Eurogamer hatte dafür die Gelegenheit ein Interview von Chris Wells zu bekommen.

    Auszüge findet ihr unter SHOW MORE.

    text (long)
    Dave Ewing Interview:

    quote:
    SS:About maps, we know that those where vehicles are used will be huge, but what about CTF and DM? Will playability be favoured, without leaving aesthetics aside, over eye-candy? How will UT3 maps be in general?

    Dave:I cannot lie, UT3 maps will be much more visually beautiful then UT99 or UT2k4. We have tried hard to balance visuals with great gameplay for this installment of UT. To give you an idea of how we are doing this, all maps start as 'shells' for UT3 which basically look just like UT99 levels -- all bsp, with almost no decoration. Just gameplay. At that point we will give each map many, many hours of playtesting with much
    revision until we have something the team considers as fun as possible. At that point it is handed off to the visual team who make them look beautiful, while sticking to the original layout of the shell. After that, the levels again get handed back to the gameplay experts who will fix anything gameplay related that may have inadvertently broken during the visual pass, and all levels are basically encased in blocking volumes to ensure players do get 'snagged' on uneven mesh work. During that phase, again the levels receive a large amount of testing to ensure they stay as fun as possible. We have some awesome DM, TDM, and CTF levels. I think you'll be happy.


    Chris Wells Interview:

    quote:
    "Previous to joining Epic, I was working on PlayStation 2 games," Wells tells us. "To create a character would be around about six days, modelling characters of around 1500 to 2000 polygons, unwrapping it and skinning it."

    And now? "Well, ideally, what we try to go for is two to three weeks for modelling the high poly, about a week for processing, and about one to two weeks for materials creation. Sometimes, depending on if it's a hero character, that can take about forty-five days including the concept part of it - because of the density of the meshes that we work with."


    [ back to the news ]
  • related links:
  • Dave Ewing Interview
  • Chris Wells Interview
  • Quelle BU.com
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