At the nexus of the PlayStation 4 in 2015, Andrew partnered with Nathan Vos, Principal Tech Programmer at Guerrilla. With innovations in hardware, this began to change. For video games, this technique took too long to render with high-quality results at interactive framerates, but developers knew it held game-changing potential. In the early 2010s, feature film and animation VFX started using volumetric rendering to create clouds. It was one thing to ask the question but another to break it down into technical tasks. How do we push the experience so that the player feels that they are in an environment that could be endless?” “Open-world games present developers with metaphorically similar challenges. The approach“When we think of a horizon, we imagine vast expanses like the open ocean and how the clouds and the sun arc down to touch them at some immeasurable distance,” says Andrew Schneider, Principal FX Artist at Guerrilla. And now, in Burning Shores, Aloy will soar through more breathtaking, realistic skies than ever before. This work was evolved for Horizon Forbidden West. For Guerrilla’s Atmospherics team, this meant populating the skies with lifelike clouds. When the team at Guerrilla began creating this world, developers of various disciplines considered how to bring an immersive level of life to the world. The world of Horizon is vast and majestic, featuring lush landscapes crowned by seemingly endless skies.
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