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You've been primarily tasked with the tech team, with the engine team, sorting out how terrain is going to blend. How's that been, working close with those guys?

TL;DRWorking with the engine team was tricky at first because art and code think differently, but Muller now bridges them by supplying height maps, textures and art feedback while Marco provides the code.

Pascal MullerSenior Environment Artist

In the beginning it was kind of tricky because it's like two worlds clashing if you have art and code working together. So it takes some time to get used to how they talk. One dude thinks in pictures and the other thinks in numbers. So it took a bit of time to get adjusted, but basically Marco and the guys provide the code. I'm kind of the bridge for the artist who's in the end going to work with the tools. So I provide all the stuff that's needed like height maps and textures and materials, and just generally give art feedback: if I realize, okay, we want to achieve this quality, I know, okay, we need this and that. So I can talk to Marco: look, this is the visual fidelity we want to achieve. Marco himself obviously has very high standards as well. And together we try to find a way to solve all these issues.

Reverse the Verse›2.11 - DE·
Published on this date.28 Oct 2016