Open-world action games a quite complex, and it lead us to do some pretty innovative things during this project. We built the layers between low level engine code and high level mission content, allowing Mission Designers to be more productive. We built tools, defined processes and created backend systems to manage the creation and delivery of Mission content. Mission Support at Radical basically meant the programming side of mission creation. In the time between the finishing Prototype 1 and starting Prototype 2, I transfered from the Front End team to the Mission Support team. Prototype 2 was the final game I shipped at Radical Entertainment. “Create a path through the viral wastelands of NYZ and build up a vast genetic arsenal as you hunt, kill and consume your way towards your ultimate goal… destroying Alex Mercer!”
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