Free Radical talks about Haze's environments |
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So maybe Free Radical Designs and Ubisoft have been giving us mixed signals on when Haze's release date actually is, but at least we know the project is moving along. This week on the game's blog, we're treated to some information as to how the devs are going about in the creation of the game's good-looking environments.
We all know that Haze will be a continually streaming affair in the campaign mode, whether you're playing solo or in a group of four. There are no levels, strictly, because the game will seem to be one big environment that flows steadily, but the devs explain how the segments were crafted.
An area starts with a rough block out to determine the scale and playable sectors. Reference material are then gathered and concept art is drawn so that everyone can be on the same page visually on the effort.
Textures are created with help from tools like MudBox, Nvtools and Photoshop. Once this is done, an in-house radiosity system called Bacon is utilized to do the lighting. Finally, particle effects are applied to punctuate the moods of the levels.
Speaking of moods, did you know that the environments in Haze interact directly with in-battle situations? Yup, it's true. In the game's lighter and happier moments, the sun will be out to brighten things up even more. However, it's a different case when things go awry - rain clouds come into the picture and give the atmosphere the extra gloom it needs.
Well, that's it for now coming from Free Radical's development nook. Check back with us for more updates on this promising, substance-abusing FPS. In the meantime, check out these new screens hot off the studios.
Via IGN
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Comments
The only thing lacking on the game is 4 player split screen coop but 2 is good too.
the game is 4 player CO-OP
but not splitscreen... 2 player splitscreen, 4 player total co-op
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