We'll credit our art design teams for creating those creatures, they took a lot of Gothic influence and they are handmade, we procedurally generate our environments, but not our creatures, they're hand drawn and hand animated and created in 3D. Unlike the terran and portals (which do generate procedurally), each creature has been designed "by hand," to which Flynn added. In addition to the crafting (which deserves a whole separate article), we look at the design of the enemies and monsters that populate this new world. We also look at the survival element that permeates the gameplay experience. It's an altered story, meaning that the events and characters of the real world are echoed in this world as well, it's not completely fiction." It's contemporary fantasy, meaning it's set in a time when you're going to see some recognizable things, like guns, outfits and things like that. But this is our chance to create a new universe. "This is our own universe that we've created, taking some lessons from our experiences working on games like Mass Effect and Dragon Age and others. Specifically, when we talked about the world of Nightingale and the journey through the portals and how they were procedurally generated along with the world, this is what he told us: A few days later we were able to speak again with Aaryn Flynn (whom we also interviewed in January of this year) to get more details about everything we saw during Geoff Keighley's event. During June's Summer Game Fest we got a brief glimpse of Inflexion Games' Victorian-tinged fantasy title, Nightingale.
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