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                                           worked on in the past such as Arx Fatalis, Dark   UE3, along with advances in technology,
            Arkane Studios                 Messiah of Might & Magic and Deus Ex: Invisible   have helped the team implement exceptional
            Reimagines First-Person        War.                            lighting, develop better physics and gather more
                                                                           characters on screen with higher polygon counts.
            With Dishonored                “We’ve never worked on open-world games,   As a studio, there’s a certain level of graphical
                                           but the confusion exists because our games –   fi delity that the team loves. Smith and Colantonio
            Arkane Studios has been utilizing Unreal Engine   while mission-based – feel very nonlinear and   like the abstract game mechanics, but they also
            3 (UE3) to let their imaginations run wild in   open-ended in very specifi c ways,” explained   really like creating rich, interesting environments.
            crafting a world that looks unlike any game ever   Smith. “There are multiple pathways through the
            seen before. Dishonored, the new fi rst-person   environment. Sometimes these are just realistic   “We’re using a lot of the advances in technology
            perspective action adventure game, is set in the   routes, like rooftops and windows, and at other   for a very analog AI system,” said Smith. “The AI
            industrial whaling city of Dunwall. The world has   times these pathways are enabled by the player’s  is not just a magic circle that knows where you’re
            a painterly style with a 19th century London feel   choice of powers, play style and morality. We   at when you’re inside the circle. It has a set of
            blended with steampunk, fantasy and science   want to allow the player many choices so they can  view cones. It’s used in the dark and with distance,
            fi ction infl uences. The teams in Austin, Texas and   author their own experiences.”  where the vision falls off. The AI goes into an
            Lyon, France have been using UE3 technology                    indeterminate state when it’s not sure if it’s seen
            to further push the envelope of non-linear   Arkane had a choice in technology when it came   you and will give up if it hasn’t found you. It’s a
            exploration.                   time to bring their vision to life. Colantonio said   very warm, perception-based AI.”
                                           that barring the additional stealth and AI code that
            “We love fi rst-person action games with aspects   the team wrote, UE3 enabled their artists and level  The end result is a non-linear adventure that
            of RPGs or adventure games added in,” said   designers to start immediately prototyping layouts  begs for replay given the open gameplay choices.
            Raphael Colantonio, co-creative director on   and mission concepts.   This rich virtual world, ravaged by a rat plague
            Dishonored at Arkane Studios. “There’s a                       and fi lled with unique characters, shows yet
            particular type of game that is a blend of genres   “Our game is special, blending fi rst-person   another way that UE3 is being used to enhance
            that we’ve always strived to create: immersive,   melee combat, stealth and physical mobility,”   the creative visions of game developers around
            fi rst-person, with resource economics; a cohesive,  said Colantonio. “So our tech director and lead   the globe. Dishonored stands out from the
            plausible sense of place; variable approaches   gameplay engineer – Hugues Tardif and Stevan   crowd, such as UE3 games BioShock and Mass
            and outcomes that are presented in a consistent   Hird, respectively – have led their teams in   Effect before it, as an innovative new interactive
            way, often relying on simulation, so the player can  the creation of a variety of features and code   adventure.
            formulate and execute strategic plans in how they  extensions.”
            undertake encounters.”                                         Thanks to Arkane for speaking with freelance reporter John
                                           “We’ve used Unreal Kismet, Unreal Lightmass,   Gaudiosi for this feature.
            Dishonored gameplay blends combat, stealth, and  the new navigation mesh system and most of
            role-playing features. Gamers take on the role of a  the standard tools. We’ve also added our own   UPCOMING EPIC ATTENDED  EVENTS
            supernatural assassin in a retro-future world. The   features, such as audio propagation and a dialog   GDC Online
            game mechanics can be applied creatively, as the  editor, and we’ve replaced ‘Matinee’ with ‘Soiree’   Austin, TX
            developer is encouraging gamers to play their way.  because we needed to have a way for our NPCs   October 9-11, 2012
                                           to constantly switch between AI and scripted   MIGS
            According to Harvey Smith, co-creative director   scenes,” added Smith. “We’re proud of the amount   Montreal, Canada
                                                                             November 13-14, 2012
            on Dishonored at Arkane Studios, there remains   of things we got the engine to do at the same time
            confusion over the types of games Arkane has   for performance.”  Please email licensing@epicgames.com for appointments
            © 2012, Epic Games, Inc. Epic, Epic Games, Unreal, Unreal Developer Network, UDN, Unreal Engine, UE3, Unreal Kismet, Unreal Landscape and Unreal Matinee are trademarks or registered
            trademarks of Epic Games, Inc. in the United States of America and elsewhere. All other trademarks are property of their respective owners. All rights reserved.
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