The changes touched every part of the game, and all our scenes, lighting and assets had to be converted. It was a big risk because normally you lock in the version of your development engine early. These technologies play a pivotal role in creating a realistic and dark world that aligns perfectly with the neo-noir art direction of our game.Īn important milestone in our development was the upgrade from Unreal 4 to Unreal 5. With the release of Unreal Engine 5, the landscape has shifted dramatically, presenting game developers with an array of groundbreaking technologies and tools. I wanted to delve into our experiences and challenges with some of the experimental technologies that have come to define UE5: Nanite, Virtual Shadow Maps and Lumen. In the ever-evolving world of video game development, staying at the cutting edge is a continuous pursuit. I’m going to share with you now a behind-the-scenes look at what our team has been doing on the game, and when you play it, we hope that you will all love it as much as we do. Together with Nick Slaven, our Studio Technical Director, it has been my honour to lead our talented team on the technical side of the game. My name is Andrea Sancio, and I am the Associate Technical Director working on Vampire: The Masquerade - Bloodlines 2 at The Chinese Room. Couchpotato spotted the developer diary #5 for VtM: Bloodlines 2: A Dive into Next-Gen Game Development
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