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How IMMORTALITY captures an "open world" feel with its narrative

Game Developer

IMMORTALITY explores the three lost films of fictional actress Marissa Marcel, letting players click on elements to leap between films to piece together her real story.

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Ubisoft Forward: Star Wars due in 2024, Avatar on December 7

GamesIndustry.biz

Avatar director James Cameron made an appearance via a pre-recorded segment saying it's "always been [his] vision to explore technologies" and mediums beyond film to show more of Pandora's world. It'll also offer two player co-op.

Co-op 98
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NVIDIA RTX, Unreal Engine 5 Define Future of Game Development and Content Creation

Nvidia

UE5 represents a generational leap in both workflows and visual fidelity, extending the engine’s support for DirectX Raytracing, NVIDIA DLSS, and NVIDIA Reflex, and adding new features such as Nanite and Lumen that make it faster and easier for games to implement photorealistic visuals, large open worlds and advanced animation and physics.

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Agency

iHobo

Grand Theft Auto III provided the solution: use a film-like narrative to block out a prescribed route to follow, so that the player alternates between intervals of 'infinite agency' and following-the-path. It is the model that all contemporary open world games follow. They needed much more help than it provided.

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Solo dev Lincoln McCulloch’s all-consuming journey to develop Dungeons & Kingdoms

PreMortem.Games

He was working as a software developer while also making independent films and playing in a band before McCulloch turned all his time and attention to game development. I continued to learn and experiment with things like larger open worlds. This is when I first started really digging into world building.

Dev 145
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Narrative

iHobo

The genius of The Chinese Room's ground-breaking ghost story was to see that a game world is a canvas upon which stories are painted just as much in a walking simulator as in a so-called open world game.

Fantasy 59
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The Complete Guide To Lighting In Unreal Engine

Awesome Tuts

This is best demonstrated in open world scenes where we have actors that are far away. Now if we change the Metering Mode to manual we’ll see a different scene: Even though the Exposure Compensation remained at 15, when we changed the Metering Mode to Manual our scene looked way better.

Engine 83