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Erin Roberts Interview: Edge Blending & Development Timelines

2016-10-11
Iran we are here at citizen Khan 2016 this is now the third time you've heard me say this we spoke with chris spoke with sean and now we're speaking with aaron roberts from the UK office Aaron how's it going oh really well thank you very much yes yeah well good evening before getting to that all this coverage is brought to you by antec and their new cube MITx case as designed by razor which is shown on the screen now supports full custom loop watercooling you can learn more on the link below so the demo was a pretty big deal from what we saw here today what can you talk about some of the stuff you had more directly hands-on with or your studio had hands-on with and it's I mean so basically a lot of the tip to tech from the demo came from the German office in terms of the actual procedural and plan of attack which is you know a better is the main guy who did that sort of work and then you have Caston and there's a feel the Russian sofa working on the office I'm sorry first-name basis here but but these guys were like you know they'd lock tech a lot of them it worked very heavily for your ramen artists and there's there's a one or two in the German office but actually a lot of the environment artists or so in the UK office in the UK and the German officers are very close in fact both foundry 42 is one kind of studio until we work very closely and so between the two officers we spent a lot of time putting that stuff together what sort of content were you working on leading up to the demo what was sort of their what was your primary focus for the planetside demo well we wanted to show the ability because we showed in gamescom literally what we called like the one of you know just basically yeah we've got like procedure planet here it is and it looks quite good but we want to go a step further with the v2 stuff and actually creates start you know creating levels which are almost like you know almost like a crisis level which you see on the ground on a to plonk square map but we want to do that on a planetary scale and then and then I'm from a planet rescale you want to do that on a system wide scale an assistant way I want to go to a you know a you know universes I know a galaxy ceylon so fun event and so it's about creating that technology and so a lot of the work that we put in today was literally we have any of that at Gamescom this is all stuff we're working on and it's just you know there might be what about 64 great week since then and that's kind of testament to the technology what we can do that we can she create a bunch of this stuff and put it together and put that kinda stuff together that's been that and that's because of a lot of the time we spent on the technology over the last 18 months of building all this kind of stuff we just didn't have before changing stuff though you know we've talked about it 64 bit like we had to get all that basis in there to be able to do all this cool stuff so just since gamescom all this stuff has been developed in that time yeah I mean I see the technology's been longer term but in terms of the content yes a lot of stuff I mean we obviously have a javelin which we then sort of like smashed up and broke up but that was created and we did lots all this kind of stuff and things you know and that's what literally in terms of putting that together in that way was put together them actually with them not a large team because a lot of the focus actually it's been on squadron 42 we're still working through and obviously when plants show a bunch of that stuff later but actually that team we just want to show what we can do with new technology and actually it's just the start of it because we even even with the environments we have now they're just really just it's just a bit of R&D work for from five or six currently no environment artist just working out how we can make stuff look and so we know that when we actually get the route you know when we're really into the production pipeline are making these planets and so forth we can just start some amazing and sort of planets and so far for things like that what are some of the challenges with the biome system where you have in this example of the homestead demo there are multiple different types of biomes on one planet it's one of some challenges you run into it there yeah I mean I mean I you know a lot of blending in terms of going and also because you've got a scale of you know you know you know a lot of the sort of memory restrictions and then basically the streaming side of the sort of like because you have to create the sort of like they have the memory to do that and then also you have to blend between different biomes I said so you know you go from desert to water you're going from you know what to do to lino Savannah or jungle or whatever and so for that kind of stuff so we spent a bit of time and I said a lot of the stuff is actually come on a lot quicker than we fought and since that level and then then you've got the tech guys we got artists work with them in creating like kind of stuff do you have this sort of levels of you know some days people go oh you're working on this and then this L come look at this for three days later and then just season we go you know wow you know that kind of stuff amends when they actually put the stuff together along with for a lot of the you know it's not just about I guess the environment textures as well it's about the whole environment so you know the way the Sun react so you can see when the sun goes low it goes red white kind of stuff like I mean Sean said the thing we kind of get that for free which is it on fact there's a lot check work behind it but then you have like we've got cloud layers coming on and even the clouds we have now I'm nowhere near what we will have where we want a lot more substance and stuff we're going to have like weather systems already we're working on you know we're working on actual you know procedural ways to actually have different weather systems and finish effective when you're going on planet you can just all of a sudden on a basis you might you know one day you might go down to do something the next day you go tell the coaches location is very dangerous to the weather pattern coming through and we can have all that kind of stuff we're trying to run through the plans to make to make the whole planet exploration really sort of fun and you know an interesting alright well so that last point reminds me of the sandstorm we saw in the demo so that's an example where it gets dangerous exactly yeah can you talk more about the sandstorm that was in a demo what I mean we literally once again it so when we decide we want we wanted to show people the kind of stuff that all happen on planets Robin just like oh you go to some place you you dig up some dirt you find some mineral we wanted to have like no you go down and and we can actually place interesting areas and sometimes you go there and they'll be an encounter of some type they'll be you know it could be visit crashed in a javelin and there's no one there that can be people there sometimes there could be a sandstorm coming through let it be a huge worm which happens to be around you be careful work and we want to create this all very sort of like them you know a procedural way of just basically making what all this of like you know systemic way of just having all these different things happening and depending what happens and depends on where you are what time of day different things happen and that's the real key about you know to make it really interesting in the world's really cool so for more information as always link in the description below Erin thank you for joining me well thank you very much and we'll see you all next time
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