This talk is about our experiences gained during making of the Killzone Shadow Fall announcement demo. We’ve gathered all the hard data about our assets, memory, CPU and GPU usage and a whole bunch of tricks. The goal of talk is to help you to form a clear picture of what’s already possible to achieve on PS4.
Dan Sumaili & Sander van der Steen, Game Developers Conference 2017, San Francisco, 2 March 2017
Tags: Horizon Zero Dawn, guerrilla, tools, pipeline, Game Developers Conference, gdcDan Sumaili and Sander van der Steen explain how Guerrilla defined and implemented a framework that would provide a robust basis of functionality.
Paul van Grinsven, GDC 2017, San Francisco, 2 March 2017
Tags: Horizon Zero Dawn, Player Traversal Mechanics, Mechanics, gdc, Game Developers ConferencePaul van Grinsven shows what is needed to make Aloy traverse the vast world of Horizon Zero Dawn, with its complex and organic environments.