Thema:
Intensity Director flat
Autor: Pfombo
Datum:14.12.22 17:42
Antwort auf:Dead Space Remake [PC, PS5, Series X|S] von Fred LaBosch

Ok, Blogpost = PR Bla, aber klingt trotzdem ganz interessant.

[https://www.ea.com/en-ca/games/dead-space/dead-space/news/inside-dead-space-4-the-intensity-director?setLocale=en-ca]

“It’s a content organization, spawning, and pacing control system,” says Senior Systems Designer Dan Kim. “And depending on how we count things, the system has more than 1200 unique events, with a massive variety of combinations possible. Different elements, like audio or lighting changes, fog or steam, enemy spawns—all that combined together in layers to create encounters that feel like hand-made situations.”

“That was the original intent,” says Lead Senior Software Developer David Vincent, “to make it feel like a movie even though it’s fully interactive. So we monitor the amount of intensity the player is going through while going from room to room. There might be an easy room with just a few sounds here and there, but that’s it—”

“But then you might go into another room,” Steven says, “and suddenly, there’s a Slasher spawning from a wall vent, plus the lights turn off, plus there’s fog in the environment, and it becomes a lot more intense. But then we give the player a break. Because we do essentially track the peaks and valleys of tension, to make sure that it’s not just back-to-back-to-back high-intensity events. Because that would be emotionally exhausting; you’d be like, ‘I can’t take this anymore.’”


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