![]() ![]() ![]() “You want each enemy to leave a lasting impression on the players. ![]() “It’s always a challenge for every enemy to try and come up with something unique about them, something memorable,” Ben told me. It was a balancing act of ‘Do you really want this feature or do you want a whole bunch of them able to mob the player?’ There’s always that tradeoff but I think in the end, we ended up with a good mix of it. We knew with the Fodder we wanted to have as many of them on screen as possible just to make them a challenge, and we had to at least be able to support the same number of them on screen as we had with the Slasher. And then we usually we do a culling pass where engineering gets involved and they go ‘Okay, you can’t have 20 tentacles coming out of this thing cause we just can’t render that.’ And you start honing things down and trying to figure out what’s going to be the most effective use of the asset. ![]()
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