![]() ![]() "And we took it pretty seriously for sure," Pardo said. The team endeavored to make 3D more than a bandwagon, gimmicky move-to begin to grapple with how to actually use it to enhance the experience. "That's just kind of where the industry was going at that point." "I don't think we ever really seriously considered not going to 3D," said Pardo. Nonetheless, even this much of a step into 3D was a big (and necessary) adaptation not only for artists-who for the first time had an entire 3D-rendered world to create-but for designers as well, who had to consider how to implement height advantages in combat and where to put high ground in their maps. ![]() "We initially thought maybe we could use natural heights from the terrain," recalled level designer Dean Shipley, "but we quickly realized that there needed to be clear definitions of height and so we added multiple elevation layers to mimic the 2D map elevations in StarCraft." It had 3D graphics, for sure, but it had no physics system and most of the underlying logic for the game was a sort of layered 2D-despite appearances of rolling hills and sheer cliff faces.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |