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Alan wake 2 xbox series x
Alan wake 2 xbox series x













The coding side of the project started with creating a baseline, which essentially means converting all of the old systems – the skeleton of the game – into a new version that is compatible with new platforms and behaves exactly as the original did, but allowing for further development. Once that was done, development for the remaster was then broken down into five core areas: coding, environment, characters, animation, and cinematics. All in all, when you consider environments, props, textures, sound effects, UI elements, cinematics, and a whole heap of supporting data, you’re easily looking at around 100,000 individual items. When you’re developing a game from scratch, this happens very naturally as the project progresses – but remastering a game requires learning before you even get started. Data structures, reuse of assets and code, naming conventions, tools, plugins…everything! Think of it like a bunch of scientists putting something under the microscope to examine the cells. To properly remaster a game you have to truly understand how everything fits together and how every element is related and interacts.

alan wake 2 xbox series x alan wake 2 xbox series x

Hopefully, you’ll agree that Alan Wake is looking better than ever! So, the first step with a project like this is called “cataloguing.” This means breaking down the game into its component parts, going much further than simply listing all the things that make it what it is.















Alan wake 2 xbox series x