graphical development from UK and Frankfurt allowed us to bring the visual fidelity to the next step. Kuddos to their work! This month there has been a big
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the canyon and the crashed ship. The demo also required several unique bespoke effects like the IED explosion that hits the rover, the sand eruption for
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their environments without having to invest lots of art time to create bespoke assets. Lastly, as you know, space is very large, so while a lot of attention
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vegetation etc.) onto the surface of a planet in a way that retains our visual fidelity and realism goals. Conversely, we are spending some R&D time into what
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is primarily focused on procedural planets tasks: defining and creating bespoke ecosystems like canyons and mining pits, improving the blending of the terrain
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weapon impacts, and thrusters represent a huge step forward in visual fidelity. Our Lead Technical Artist, Forrest Stephan, worked tirelessly to handcraft
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outfit was only purchasable as an entire set of items. On top of that, a bespoke mannequin setup had to be generated for each unique outfit display. Fortunately
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be picked up and manipulated, placed and tossed around with a level of fidelity and control that really brings the environment alive. Moving things around
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given us further insight into the areas we need to figure out with the high fidelity characters. The Concept team has been working on defining the Freelancer
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working in sync in engine. Saying we are quite happy with the level of facial fidelity we can now achieve would be a tremendous understatement. Can’t wait to
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