![]() ![]() Really though our results thus far are just Unreal straight out of the box, with some custom character and camera code. The team is primarily experienced in 3D pipelines, and our designs for future titles plan to put it through its 3D paces, so part of the decision was thinking of future requirements. The decision to go with Unreal was pretty much unanimous. Beyond that though, you have Blueprint, the material editor, and all kinds of very powerful tools that significantly shorten the distance between a standing start, and great visuals and gameplay. Those are also fair gripes with Unreal for 2D: the orthographic camera doesn’t play well with the lights without some gentle persuasion, and animating sprites has required quite a bit of custom code. ![]() With Blueprint we have been able to rapidly prototype AI without needing code time, so our engineers could concentrate on things like game camera and player controller.
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