article thumbnail

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

iXie gaming

Continuous Content Updates: Players expect frequent refreshes in the form of character skins, props, and new environments. Consistency in Style & Quality: Every new asset must seamlessly integrate with the existing world. Procedural Generation By automating terrain, foliage, and props, procedural generation: (i).

Art 52
article thumbnail

The Forgotten City (2021) revisited

Radiator Blog

The individual assets seem nice, but together they sort of clash -- a random junk prop will have the 4k photogrammetry HDR treatment, overwhelming the nearby gameplay pickup that you're actually supposed to notice. "It looks better than Skyrim" is a key selling point here, but everything is over-reflective and screaming.

NPC 130
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

The Beautiful Closed World of Shenmue III

iHobo

Suzuki-san and his colleagues often try to paint this series of games as a precursor to the open world genre. Indeed, in the Kickstarter for Shenmue III , the text expressly tries to make this claim: Shenmue defied all convention and created the genre that later came to be known as "open world." But so what?

article thumbnail

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

PreMortem.Games

I continued to learn and experiment with things like larger open worlds. This is when I first started really digging into world building. You don’t watch UI elements waiting for things to happen, you watch what the people are doing, or what is happening in the world, or by talking with people.

Dev 145
article thumbnail

Hi there, I’m curious how hard is it to make an open world game that loads all off the assets/ props/npc’s ets. all at the same time? So basically the game ( the full game) is active in all direction without preloading or loading screens or popping things in to existence. It all exist at the same time everywhere… Even when the player lives the game. I know it sounds silly. But I really wanted to ask is it impossible because we don’t know how OR we luck the power of graphical hardware?

Ask a Game Dev

It’s possible, but if you had a full world’s worth of assets loaded and running, the game would either run at an unplayable frame rate or would be significantly reduced in visual fidelity. Nowadays we can do a lot with streaming data from disk into memory, most of which comes from being clever in optimizing what gets loaded when.

Asset 40