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Forums - Sony - Uncharted 4 Environmental Pics + GDC Talk

GDC talk: http://gdcvault.com/play/1023251/Tech

  • The first iteration of the wind system was too complicated, so it was revamped. Now the only parameters the artists have to take care of are the wind intensity (how far the wind can push a particular object), and the speed.
  • Particles in Uncharted 4’s engine freely interact with materials. This allows effects like dynamic damage.
  • When you throw a grenade, it spawns a particles that moves the foliage.
  • The entirety of the E3 demo was made in seven weeks.
  • Maximov remembers waking up a texture artist at 3 AM when he was sleeping with his face on his Cintiq tablet. He was just napping for an hour before he’d keep working. And they can do that kind of thing for a month.
  • Every tool created by Maximov for Naughty Dog has a “Help” button and a “A” button. The first brings up all the tutorials and help files for the tool, the second sends him a note also showing him who pressed that button and what they were seeing at that time. He would make a point to be at that person’s desk within a minute to provide support.
  • A couple of months before starting to crunch really hard, Maximov implemented a button that brings up random quotes taken from social media by players of the Uncharted 4 multiplayer beta. They’re not the “ass kissy” kind of quotes, but they’re there to remember developers what they’re doing it for. It’s not just about making the most polished and most beautiful game ever created. Developers aren’t just making polygons and animations. They’re making memories for people. They’re allowing people to experience things together that maybe they’ll remember and cherish for the rest of their lives.

 

 














 

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