Crunch is never good but we also know it’s common. It usually happens at the end of a project so it’s not a great look at all.
However this also points out why games should only be announced when they are actually ready to be shown.
Sony took a lot of stick years ago, and quite rightly for announcing games that didn’t appear for years. So they stopped doing that and started announcing games when they were ready to. Astro Boy and Yotei come to mind. What happened here was clearly ND/Sony getting annoyed at all the demands for a new ND game and putting out a non-gameplay promo for a game that clearly wasn’t ready to be shown of. Because why else would they make an exception to an apparent policy?
@TheArt Procedural generation usually takes pre created “blocks” that are designed to attach to other blocks and having a coded routine pick random blocks and attach them together. It’s a technique that I believe dates to the 80s.
I believe there is video footage of a Guerrilla environment artist live altering the environment in HZD by taking these blocks, placing and manipulating them in the environment in real time. I expect most non-indie open world games work in a similar manner.
Comments 2
Re: Naughty Dog Forces Crunch to Get PS5 Exclusive Intergalactic 'Back on Track' for Mid 2027 Release
Crunch is never good but we also know it’s common. It usually happens at the end of a project so it’s not a great look at all.
However this also points out why games should only be announced when they are actually ready to be shown.
Sony took a lot of stick years ago, and quite rightly for announcing games that didn’t appear for years. So they stopped doing that and started announcing games when they were ready to. Astro Boy and Yotei come to mind. What happened here was clearly ND/Sony getting annoyed at all the demands for a new ND game and putting out a non-gameplay promo for a game that clearly wasn’t ready to be shown of. Because why else would they make an exception to an apparent policy?
Re: 'I Don't Think Prompting Is Art': The Last of Us Co-Creator Isn't a Fan of Generative AI
@TheArt Procedural generation usually takes pre created “blocks” that are designed to attach to other blocks and having a coded routine pick random blocks and attach them together. It’s a technique that I believe dates to the 80s.
I believe there is video footage of a Guerrilla environment artist live altering the environment in HZD by taking these blocks, placing and manipulating them in the environment in real time. I expect most non-indie open world games work in a similar manner.
Edit: not the actual video I was looking for but it shows the system used
https://youtu.be/KRJkBxKv1VM?si=a5W0sigaPYs5pmrc (20:30)