Post by Steve Farrelly @ 01:27pm 11/10/13 | 1 Comments
Among a lot of topics covered, we talk to him about their new engine and how it was built to scale to platforms rather than as a specific next-gen engine, but that how this means they can target high-end assets and work backwards, without having to run multiple, different projects with different engines and pipelines.
"What Infinity Ward went and did was they got these... basically movie artists and they make CG quality, higher-than-higher PC spec assets," Racca told AusGamers. "So they make them super, super high, and then the engine knows that I can scale it so it looks great on next-gen and PC and then it’s scalable to look its best on current-gen instead of being flat across all platforms.
"I mean for us we just wanted to make sure that everything looked as good as possible on each machine, but from a pipeline standpoint we would just go out and create these crazy high-end assets and then focus on the technology scaling."
The full interview also covers off single-player, dynamic maps, and more. Click here for our Derek Racca Call of Duty: Ghosts interview.
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