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Unity, for example, has a very different flow in how you work with it – maybe a bit harder to work with very large teams. It is a very mature engine built around a bit more of a traditional triple-A style of development. I looked at several engines when we started, and Unreal was the one that was closest to what we were used to. VG247: Why choose Unreal for Bloodhunt as opposed to other engines?Īnders: There are many, many reasons for that.
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You can see the motion capture data immediately in game in the Unreal Engine, see if it looks good and if it doesn't, and you can do another take and say ‘okay but try jumping like this’ instead. It's gotten to a point where you can do some really nice stuff. It's like you recorded somebody doing a nice jump and then you load the data and it was like their leg was just flying out in space. VG247: Is it purely because of how it looks? Or does it come down to ease of use or any other factors?Īnders: Yeah, I think it gives you a lot of freedom and control over the animations, and you can produce a lot of animations with a very high fidelity. I would say, I think a lot of studios are moving to using a lot of motion capture. It really pushes the feeling that this vampire could be real, basically. So the question is how do you make that feel realistic while still having this supernatural element? I think motion capture really helps with that: it lets us do the kind of scenes and animations that really pushes the envelope. And then you add on top of this, the very supernatural element of the vampires. We're set in the real world, with real people, and that comes with expectations on how they move and how they act. How does the tech used here – where you can scan in a variety of different clothing and other assets into the engine – directly set the game apart from your competitors?Īnders: I think we have an interesting problem which is that we're an almost realistic game. VG247: I wanted to talk to you about the mocap tech used in Bloodhunt. We're hoping to make an even bigger impact with things like that in the future. It also helps give the gamers a choice, like one thing they want to push visual quality, or do they want to push just performance?Īt the moment, with chip shortages and hardware upgrades not always available, it also does open the game up to more machines and people to play it. Talk me through the importance of having that in your game?Īnders: I think, in general, there's a lot of nice super sampling techniques that make quite a big difference in what kind of resolutions you can have and how well you can get the game to perform. VG247: You're using the AMD FSR tech, right? Which allows for a range of different performance modes that players can pick and choose from. So I think that makes quite a lot of difference, and then just in general the performance on the PS5 is quite impressive, to be honest. You feel that you're in the game, I think a lot more than when you're playing with the mouse and keyboard (which is a bit static in comparison). VG247: In what ways does the PS5 tech that is built into the hardware impact the average gameplay experience for your typical player, in a way that’s meaningful to their own experience?Īnders: I think there's a lot of in-your-face functionality with the lights on the controller, and the adaptive triggers make it a lot more immersive. And I think, for example, the improvements that are done on PS5 – you can do some really clever stuff with that just to get the streaming to be fast enough. Why choose the PS5 as a main option as opposed to other contemporary consoles?Īnders: I think the PS5 is, right now, the market leader and Sony has some really, really nice technology – especially for an open world game like Bloodhunt ,where you can't keep the entire map loaded at the same time, and you need to stream part of the city in and out. VG247: This game is coming to the PS5 on the PC, and in previous interviews it’s been stated that those platforms are the focus right now.
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