• The Witcher 3's animators created 7,000 new animations in one year for the DLC
    17 replies, posted
[url]http://www.pcgamer.com/the-witcher-3s-animators-created-7000-new-animations-in-one-year-for-the-dlc[/url]
One of the Witcher 3's biggest strengths is how rarely it reuses assets. The amount of animations, models and scripting that are seen once and never again is staggering. Must be that slavic work ethic.
They most likely have some hellish working conditions, I really don't mind seeing reused assets, I often don't notice anyway.
cyberpunk please, cdpr have made quite the reputation for themselves
[QUOTE=AtomicSans;51888912]One of the Witcher 3's biggest strengths is how rarely it reuses assets. The amount of animations, models and scripting that are seen once and never again is staggering. Must be that [B]slavic work ethic[/B].[/QUOTE] You mean low slavic wages ? For the same amount of money they can have 5 times more people working on it compared to a fancy western studio.
[QUOTE=Jelman;51889000]cyberpunk please, cdpr have made quite the reputation for themselves[/QUOTE] they've stated they held off on cyberpunk because they didn't want their work on witcher to get in the way, and the other way around. They want it to be their next magnum opus.
[QUOTE=dai;51889463]they've stated they held off on cyberpunk because they didn't want their work on witcher to get in the way. They want it to be their next magnum opus.[/QUOTE] Their main team is working on it now, and it's apparently larger than their Witcher 3 team was at its peak. My concern is that a city environment is going to be a ton more taxing on the art team than TW3's wildernesses were, because as pretty as the nature in it is, it's still just a ground mesh and textures with tree and plants sprinkled on top. But my hopes are pretty high because Oxenfurt and especially Novigrad were pretty reasonably large and they were beautifully made with no repeating buildings or anything, so CDPR clearly knows how to make a city.
[QUOTE=AtomicSans;51889687]Their main team is working on it now, and it's apparently larger than their Witcher 3 team was at its peak. My concern is that a city environment is going to be a ton more taxing on the art team than TW3's wildernesses were, because as pretty as the nature in it is, it's still just a ground mesh and textures with tree and plants sprinkled on top. But my hopes are pretty high because Oxenfurt and especially Novigrad were pretty reasonably large and they were beautifully made with no repeating buildings or anything, so CDPR clearly knows how to make a city.[/QUOTE] the plus side of high tech urban settings is that there's a lot of shit to obstruct long draw distance. You can get more details and dresssings in a tighter, restricted space than in a broad area with a long line of sight, and anywhere like a long street only requires what's visible along the corridor, and will be easy to make believable proxies since it's very rigid content that's mostly aligned to the space, instead of trees that need to look unique and naturally placed
mad respect to cd projekt red, one of the realest game developers out there
[QUOTE=AtomicSans;51889687]My concern is that a city environment is going to be a ton more taxing on the art team than TW3's wildernesses were, because as pretty as the nature in it is, it's still just a ground mesh and textures with tree and plants sprinkled on top.[/QUOTE] [media]https://www.youtube.com/watch?v=Z5BsJ1TRMh8[/media] watch it, it's worth it - the entire thing is p much about w3 world making. There's surprisingly way, way more effort involved in making wilderness (at least in w3).
[QUOTE=dai;51889723]the plus side of high tech urban settings is that there's a lot of shit to obstruct long draw distance. You can get more details and dresssings in a tighter, restricted space than in a broad area with a long line of sight, and anywhere like a long street only requires what's visible along the corridor, and will be easy to make believable proxies since it's very rigid content that's mostly aligned to the space, instead of trees that need to look unique and naturally placed[/QUOTE] Shoutout to Fallout 4 whose engine doesn't have rendering occlusion at all ([i]in the year 2015[/i]) so they completely wasted the opportunity to make the (gorgeous) inner city areas run well and instead they run like trash.
When they did reuse assets, it seemed to actually be an artistic choice. Case in point; the characters of Blood and Wine. Regis is constantly gripping the strap of his back. Syanna will nearly always have her hand behind her back. Anrietta will raise her index finger near her face and drop it down. In Hearts of Stone, Olgierd always has his hand on his sword hilt, and leans backward when he stands. The DLC for TW3 really did go above and beyond. I was expecting more Witcher 3, but what I got was somehow even better.
[QUOTE=AntonioR;51889079]You mean low slavic wages ? For the same amount of money they can have 5 times more people working on it compared to a fancy western studio.[/QUOTE] Such is life in Worker's Paradise. [QUOTE=AtomicSans;51890187]Shoutout to Fallout 4 whose engine doesn't have rendering occlusion at all ([I]in the year 2015[/I]) so they completely wasted the opportunity to make the (gorgeous) inner city areas run well and instead they run like trash.[/QUOTE] Wait what the shit? I thought they added Occlusion to the engine for Oblivion. How does the game run as well as it manages to without fog five feet in front of my face? Like, seriously, view distance mods for Morrowind completely tank the framerate even on top-end rigs.
[QUOTE=AntonioR;51889079]You mean low slavic wages ? For the same amount of money they can have 5 times more people working on it compared to a fancy western studio.[/QUOTE] At the same time the cost of living is significantly lower than in other places. If I was setting up a game studio and wanted to move to another country I'd go to Poland rather than America. I've listened to the Giantbombcast, I know what the cost of living is like in LA. No thank you.
Bioware could learn a ton from CDPR [editline]1st March 2017[/editline] Instead of reusing the same animations since 2007
[QUOTE=jonoPorter;51892809]Bioware could learn a ton from CDPR [editline]1st March 2017[/editline] Instead of reusing the same animations since 2007[/QUOTE] Pretty much every studio could. Even if they can hire more employees because "slavic wages" it's obvious that there is love and attention to detail put into the game, something a lot of other modern games lack.
[QUOTE=certified;51892311]Such is life in Worker's Paradise. Wait what the shit? I thought they added Occlusion to the engine for Oblivion. How does the game run as well as it manages to without fog five feet in front of my face? Like, seriously, view distance mods for Morrowind completely tank the framerate even on top-end rigs.[/QUOTE] Take my words with a grain of salt but I believe Bethbryo actually has occlusion, but only on terrain, not things like buildings. So when you're in downtown Boston in Fallout 4 you're actually rendering ALL THE BUILDINGS within your LOD distances.
[QUOTE=AtomicSans;51890187]Shoutout to Fallout 4 whose engine doesn't have rendering occlusion at all ([i]in the year 2015[/i]) so they completely wasted the opportunity to make the (gorgeous) inner city areas run well and instead they run like trash.[/QUOTE] so that's why the combat zone hogs literally every setup, makes sense now
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