![]() Beyond that, different roads needed to feel different to the Player, not only to better landmark locations, but also to provided different scenarios. Everything from distance, turning, max vehicle speed, curb height, smack-able objects, garage doors, etc, etc, needed to be accounted for in the design. Since this was an afterthought with the simple driving experiences in DR2, it required an entirely new way of thinking. This change in the focus of game play space meant my first order of business would be to determine a new set of metrics for driving. It was also becoming a requirement - and let's face it - it's fun to plow down Zombie's with your car.and to have to face the problem of it being destroyed or running out of gas. The new direction for the series was mostly based around the player's ability to drive, and driving meant a much bigger world. Worked with Engineers to improve the interface and technology of Forge, Capcom Vancouver's internal development engine.Worked with Technical Artists and engineers to create tools to gather technical metrics for the game to tune data for streaming. ![]() Used data reports to make adjustments to world and mission content.Fed back on the intelligence of player metrics and data reports.Created and managed schedules with project managers/producers. ![]()
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