Making it in Unreal: how Sayri got its many legs off the ground
It’s tempting to push game developers for new ideas, to force them to search for the next big thing, rather than iterate on the same old punching, shooting, and levelling systems we’ve seen for decades. But studios are often wary of just that: too many new ideas. In the volatile and unpredictable world of development, it can be tricky enough just to ensure that the one or two central new ideas in a game come together in time for launch. It’s sensible - best practice, even - to build on the foundations left behind by other developers, knowing that with tried and tested mechanics on board, there are at least a few certainties. That’s not how the first-time developers behind Sayri are doing it. Nominally influenced by Pikmin, their game builds on a strange setting, and stars an alien protagonist with frankly too many legs. It’s been a continuous challenge in the fields of design, art, maths, and animation, but it appears to be paying off for this Ukrainian team working in Unreal Engine 4.
from PCGamesN https://ift.tt/2TXWGKK
from PCGamesN https://ift.tt/2TXWGKK
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