“įrom this we can see that DokeV is still very deep in development and new functions are likely to be planned and / or experimented with. It’s a little early to see if such features will be used by DokeV. “The engine supports procedural generation and can generate things in the game in real time, but whether or not we use these features depends on the direction of the game. While the developers remained silent about a possible release date, a comment from Sangyoung on the suitability of the engine for procedural generation indicated that we might be a few years away from the launch of DokeV: However, it seems we are still a long way from DokeV’s eventual release. Experimentation can lead to innovation, and it’s pretty amazing to see Pearl Abyss slowly transform DokeV into a tangible product there its litany of activities, not in spite of this. It would explain the amalgamation of features we have currently seen in DokeV and probably helped make the final game altogether mysterious when it is in our hands.īut that’s by no means bad. To us it sounds like DokeV is being used as a virtual playground for the developers to try out different play styles. “That said, we’re adding a very generalized version of that, whatever the function a game needs, to keep adding new things to the engine and building on it.” “The engine doesn’t offer different functions depending on the genre, but is being further developed so that it can be used for all games in general,” adds Sangyoung. “The biggest difference is that the Black Desert game engine was originally built around the development of Black Desert, but our next-gen engine is designed to adapt to and with respect to all new projects Development is much more effective. As it sounds, using this engine doesn’t end with DokeV, as Kwanghyeon explains: Pearl Abyss ‘new game engine enables several high-end graphics qualities, but it was fascinating to hear about the developers’ plans for their new technology. (Image credit: Pearl Abyss) Huge gameplay potential Cinematic cutscenes and gameplay flow more smoothly, which makes for a more immersive experience. “Improvements in atmospheric scattering and global lighting techniques provide more accurate lighting that takes into account changes in time and space. Senior engine programmer Kwanghyeon Go adds, “Besides, it is enables a more detailed representation of the visual depth and increases the rendering distance. Details create an immersive experience and we always work hard to complete the Pearl Abyss mission to continuously improve the gaming experience.” “We believe the visual details say a lot about our high-quality game development. We can also use graphics techniques like ray tracing for precise shadows and occlusion, character reflection, etc. Sangyoung continued, “As can be expected, more powerful technology will also improve the scale of the representable, the number of objects that can be represented, the resolution, etc., which allows us to create a richer environment. And with the game heading towards current-gen consoles like PS5 and Xbox Series X / S, as well as PC, it sounds like the developer isn’t missing out on the opportunity to do it all with DokeV. So the difference to DokeV is that Pearl Abyss has access to the latest and greatest graphics technology. It’s something that Nintendo’s Splatoon series does remarkably well, combining the stylized Inkling characters with very recognizable real-world buildings, vehicles, and cityscapes. “ĭokeV is far from the first game to use a mix of realistic and abstract styles. At first there was a sense of contrast, but after some research and development it evolved into what you see in the trailer today. “We originally added more lifelike expressions and clothing against a more photorealistic environment. The real world is our reference for building a realistic world in the game, so it allows us to keep track of a certain level of realistic detail. Without the realistic aspect, the idea of ’detail’ can become abstract. “With a realistic gaming environment, we can track quality with finer details. “At first we tried to give everything an animation look, but we got the feeling that it didn’t have that special, unique quality. “We tried a lot of different things in terms of looks,” explained Sangyoung. Lead producer Sangyoung Kim gave us a solid answer, explaining that the path to DokeV’s visual style was not an easy one, full of trial and error: We connected a photorealistic world with cartoon-like, chibi-like characters and wondered how Pearl Abyss could get these contradicting styles working without being overtly intrusive. Perhaps the most immediately noticeable element of DokeV is its unique visual style. (Image credit: Pearl Abyss) A story of two styles
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