They’ve transitioned from the giant animation state machine they used for Henry in Firewatch to localized state machines, single animations, and timelines, based on the Playables API, which was slowly rolled out through 2017. Such is the case with Campo Santo’s beautiful character animation. But much of the time, success lies in the smaller, less sexy tech features. High-end ambitious visuals are nice: Pretty places, detailed people, and lighting and shadows so realistic they make players want to melt into the environment.
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