![]() Once in production, we retargeted from a PC-only release to a planned simultaneous launch on both PlayStation 3 and Xbox 360. We also envisioned for the game a highly dynamic and destructible environment that supported robust and realistic fire propagation through building structures and vegetation. For the team at Ubisoft Montreal, it was our vision from the beginning to deliver a seamless 50-squarekilometer open world, with no loading, that was as beautiful from both technical and artistic standpoints as any modern, top-tier, corridor shooter. FAR CRY 2 was an enormously challenging project from both a technical and creative perspective.
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