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Infinitesimals gameplay
Infinitesimals gameplay






infinitesimals gameplay

For many types of games you will get better results quicker by doing things the old fashioned way with some procedural layers on top I think. However, procedural animation is not a simple task. The design of the POD, the terrain it would encounter and how it should be controlled meant that fully procedural and physics simulated was the correct choice for this project. Cameron Angus joined the project a bit more than a year ago and we’ve been working hard on developing the prototype of the game since then. It’s not just about how it looks, but by making the POD animated physically opens up many opportunities for gameplay mechanics. Very early on it became clear that procedural animation was going to be the best approach for the POD. Was the intent to always use procedural animation, or was it decided later on in production?

infinitesimals gameplay

You’re using a type of animation that most games don’t, although it seems to be something people are learning to use more ( Overgrowth is probably the biggest name people would recognize for this method). Also, having access to the source means we are able to make custom tools and modify the engine if needed. Of course you can get VS for other engines, but I appreciate that it’s built into UE4. Primarily it’s because my day job projects were using UE4, so I had become comfortable using it and really like the blueprints system for visual coding. What made you choose UE4 over other engines available, such as Crytek, Unity, or something like Amazon’s Lumberyard? I did purchase a microscope so that I could properly analyze the smaller details because sometimes a macro lens didn’t quite have the reach I needed. It may be useful at some point, but in general I take a lot of reference photos and generally just model everything by eyeballing it. My original idea was more fantasy than sci-fi, but the idea of Infinitesimals with the alien piloted POD came into form in early 2013.įor the macro close-ups of the environments and creatures that you see, what kind of research did this require? Was there a lot of photography on your part? Are you utilizing photogrammetry in conjunction with UE4? The idea of being in nature at a tiny scale has been there for many years. How long has the idea for this game been kicking around in your head? Does it continue to expand each day, or has it pretty much been set for a while now? It’s probably a common childhood fantasy to imagine being a tiny creature. I’ve always liked the natural world, and in particular liked seeing it up close, so that interest was the primary force.

infinitesimals gameplay

There probably is an inspiration there, but it’s not a direct one.

#Infinitesimals gameplay movie#

Did this movie play any part in you wanting to make this? Infinitesimals has you playing as 2mm aliens in a world that is very much like Honey, I Shrunk the Kids. It’s taken somewhat longer than I’d hoped 😉 I got into games because I wanted to be able to eventually make my own game. Most recently I did FX for Crackdown 3 and Snake Pass. In that time I’ve worked on quite a few games, mostly triple A stuff. I’ve been in the games industry since 2003. Have you worked on any other games in the past? What’s your background in game development? What was the driving force behind becoming a game developer? You’re making Infinitesimals with one other person.








Infinitesimals gameplay