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Darksiders genesis
Darksiders genesis




darksiders genesis

They focus on the flow and gameplay that needs to be there. Our designers are the ones who do the very first take on an area that we’ve decided to make. Lead Environment Artist Jesse Carpenter: Designing the environments involves a collaboration between the designers, asset makers, world builders, and many others. The game features beautiful environments. We tend to make big chunky characters with defined silhouettes, so that helped! Everything had to read great at a very small size. If there was any challenge, it was due to the camera being zoomed out so far. You just want to keep the detail and interest areas where people will see them, so in this case, it meant keeping the detail across creatures’ heads and upper torso. Mad: There are always constraints when designing characters for any game, and having a fixed camera doesn’t really add any further complexity.

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Did the team have to think about designing them differently given the new camera angle? The important thing about Strife is that he look quick and dangerous, and that he stood apart from his hulking brother War.

#Darksiders genesis update

Each of the Horsemen got a minor update before they went into the game but Strife remained very close to his original concept. With Strife being a new playable character in the Darksiders universe, how did you approach designing him?ĬEO Joe Mad: Funnily enough, the initial design for Strife was done around the same time as War, Death, and Fury, which was way before we even signed the original Darksiders. It was something we wanted to figure out early on. In fact, one of our first prototypes involved split-screen multiplayer as it was a big unknown for us. Pollice: From the very get-go, we wanted to do multiplayer and that meant online as well as local. How early on in the project did Airship Syndicate know that local co-op would be a major component of the game?

darksiders genesis

The weight of elements was different, but they also had combat, traversal, and puzzles. Pollice: We really enjoyed the top-down Lara Croft games. Finding the right pacing for combat and designing the traversal scenes in a way that the camera wouldn’t be in the way were two of the biggest challenges during development.īesides the original Darksiders games, what other titles might have influenced Darksiders Genesis? Pollice: It was a big challenge and we were constantly worried if it was going to be perceived as a core Darksiders experience. Was it challenging reinventing the Darksiders franchise to use this new perspective? What were some of the stand-out issues to overcome? Fortunately, Airship Syndicate had very similar thoughts and the project gained traction. We felt the core elements of a Darksiders game would translate very well to a top-down perspective and we were eyeing a soft multiplayer introduction this way. THQ Nordic Development Director Reinhard Pollice: When we at THQ Nordic acquired the franchise back in 2013, one of our initial thoughts was that it would be a cool way to advance the franchise and to also give it a new spin. With the original Darksiders games employing a third-person perspective, why did it make sense to use an isometric view for Darksiders Genesis?






Darksiders genesis