Updated:11:06 PM CEST Jun,04
(new)
66 lottery login
91 club
okwin
bdg game
55 club
(c) 1998-2026 Gameguru Mania
Privacy Policy statement
|
Age of Empires III Interview - interview|
| (hx) 10:50 PM CET - Feb,17 2005 |
The chaps over at
ShackNews have posted a Q&A with a few developers from Ensemble Studios
talking about Age of
Empires III, the long awaited next game in developer Ensemble Studios'
historical RTS series. Here's a taster:
Shack: With a new emphasis on visual appeal, what kind of commitment is being given to animating the models? Will each battle appear unique?
Michael Bean (Programmer): Each battle is definitely cool and unique! The time period allows for an incredibly diverse range of unit types, from Musketeers, Cavalry, and Natives, to Grenadiers and multiple cannon types. With this unit differentiation alone, there are tons of unique models and animations. In addition, the tactical formations we have in the game add a lot of cool group-based visual variety. And to top it all off, using the Havok physics engine to realistically destroy buildings and throw ragdolled units around the world makes for the most dynamic battles ever in an RTS.
Brad Crow (Lead Artist): The diverse range of units Michael mentioned requires a great deal of effort from our art department. Everyone from concept artists to character animators are required to understand the unit roles and how they should behave in combat. This understanding translates directly into more realistic models and believable animations. Unlike AOM, our skeletal deformation system drives character models and allows for greater control, finesse and variety of movement. Combine all these elements and you have a unit experience which far exceeds that of any Age game before it.
|
|
last 10 comments:
|
|