Providence was originally an outsourced level. Alex Rodriguez and I were tasked with taking the art and optimizing it for use on the xbox 360. After evaluating the work, I decided it was in our best interest to redo the work in a way that would lower memory cost and improve the visual quality.
Because game play was already put in place, we had to keep the original shape and paths intact. I went about a more modular approach and using smaller textures than the original. Because of this we were able to free up memory for other elements and add additional sections to support story. Due to the modular approach, adding the new section was easy and quick addition.
No comments:
Post a Comment