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Open world RPG design notes from Enderal, a big long Skyrim mod

Radiator Blog

But without any meaningful code access to upgrade terrain engines or lighting systems, that mostly means spamming set dressing and clutter everywhere. This decouples the player's behavior from their character build. Compare this to the variety of mobs in Doom and Quake maps, with terrain designed first and foremost for the NPCs.

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Scaling Art Production for Live-Service Games: Challenges, Innovations, and Future-Ready Pipelines 

iXie gaming

Genshin Impact: miHoYo uses a combination of handcrafted assets and procedural generation to sustain its ever-expanding open-world environment. Procedural Generation By automating terrain, foliage, and props, procedural generation: (i). Enables dynamic world-building with non-repetitive assets.

Art 52
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Step into the many fantastical worlds of Nightingale by Inflexion Games

PreMortem.Games

“What interested us as game makers is the idea of building worlds that have depth and substance to them. Where players can navigate the terrain and feel a sense of history beneath their feet.” Sense of history Flynn sheds light on the studio’s design philosophy.

Balance 118
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GenoTerra - The finished prototype.

Mnenad

I used GenoTerra to research and reflect about the design process using procedural generation in the creation of base shapes that the designer/s in a studio can use to create a more coherent game world. “Open World Games" have the potential for countless hours of exploration and fun through their huge game worlds.

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Months Late Game Review, Part 2. Zelda: Tears of the Kingdom. Some Bad Things.

The Bottom Feeder

Problem #1: Excessive Encounter Reuse The world of Z:TotK is immense, which is good. Being able to build a plane and cruise over the enormous landscape is a hoot. If you want to have an enormous open world, some copy-pasting will be necessary, even for games with huge budgets. This moblin tree fort layout is pretty cool.

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Strategies for Optimizing Multiplayer Games in Unity

Logic Simplified

However, building a well-optimized multiplayer game comes with several challenges which any Unity game development company worth its weight will know how to overcome. Optimization Strategies: Static Batching unites several stationary game elements into a single GPU drawing operation (such as terrain together with buildings).

Games 52
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Far Cry 6 – How Ubisoft Put Effort into Putting No Effort In At All

Game Errors

Here is another open world, but if you take a walk around, you see that everywhere is new, different, and above all interesting. The city areas in Far Cry 6 are not exact copies of buildings dropped here and there, but there is so little variety that they may have well been.

Terrain 52