Check with seller Helheim’s entire basic landmass has been mapped in Unreal Engine 4

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Books - Magazines Published date: April 26, 2015

Ninja Theory’s plan isn’t just to build a microcosm of its previous Final Fantasy XIV games and sell it for £15 it’s to make a Final Fantasy XIV game of near equivalent value to DmC: Devil May Cry on a smaller budget. Whereas in the past, development of combat systems, art direction and environmental design would be a staggered process, on Hellblade everything is being created in tandem. Without the luxury of time, exploration suddenly becomes very important. It’s the one system you can build around while combat is coming together. Helheim’s entire basic landmass has been mapped in Unreal Engine 4 and it looks impressive. I like this approach to world-building. From a bird’s-eye view the Final Fantasy XIV game’s circular logo is visibly imprinted onto the map and forms the shape of the world itself, which is composed of archipelagos, high cliffs and beaches. From almost anywhere on the map, you can see an enormous Cheap FF14 Gil structure at the centre, a tower built to resemble a Viking warship, and from heightened regions I can see the grooves of the logo built into the land. These lines form beaches in one part of the map, a marsh with a boat graveyard towards thenortheast, and a dark mountain tunnel where the team plans to have disembodied hands reaching out at Senua. Already it feels like there’s a coherent world being created. I like that it’s in a professional state when the rest of the Final Fantasy XIV game is still being figured out. Veteran art director Stuart Adcock shows me a whole board of work-in-progress map designs that the team made, all with those symbols (which you can see the outline of in the image below) embedded into the landscape.To build a world of this size, the art team is creating assets that can be reused 95% reused is the target. I’m shown how a tower can be constructed from one set of building blocks, how details can be recycled and resized, and how individual detail assets can add character on top of these basic blocks. I’m shown one entire area that was quickly put together in one morning, a temple area with arches and puddles dropped around, and there is a nicesense of place just to this. Nothing seems bespoke. The aim is to only use three rigs for enemy character models. I’m shown how much mileage they can get out of even the most basic undead Viking characters by adding a helmet or a weapon, increasing size or by removing chunks of flesh to show bone. They demonstrate to me the importance of silhouette in creating the impression of variety among Senua’s foes. I suspect the legions of individual Uruk-hai in Shadow of Mordor, no two of them quite alike, were created using similar mix and match techniques. You lose nothing doing it I can see more and more developers following suit.

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