Watch_Dogs devs talk visual bells and whistles, how the delay helped the final product
The following comes from Creative Director Jonathan Morin...
Because I’m getting bombarded by questions : ). Explosions are occurring in many different contexts, so tweaks are made on each case. Its the same for time cycle and weather and AI. Watch Dogs is about dynamism. We could freeze every state of every system and use bling-bling tricks on them, but that’s NOT WD ; ) Just like reality, sometimes cars are less reflective, sometimes it is wet or it rains. Some other times there are no shadows like today in Montreal :).
It’s making it harder on us (way more cases to be handled), but in my mind it’s more beautiful this way as you play. More immersive and elegant. All this matters greatly if you want players to care about the world they are in : )
The following comes from Graphics Technical Director Sebastien Viard...
“Release when it’s done” is indeed the way to go. It’s better for everybody, gamedevs and players.
Link
Sign-in to post a reply.