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You mentioned having an animation background. What about animation at CIG excites you?

TL;DRWhat excites him is that CIG puts pressure on getting things done without cutting corners, supporting the fidelity needed for fluid movement that can later apply to anything in the game.

Brian ChambersDevelopment Director, Foundry 42 Frankfurt

I think it's that we have a vision and that we're putting the energy and the attention, level of detail into it in order to get it 100% where it needs to be, right? That usually takes more time. And we put the pressure on ourselves in order to get things done as quickly and as efficiently as possible. But in that process though, we also are not cutting corners, as we talked about earlier, when you talk about getting all this detail on both the code side and the tech art side and how things are rigged and how assets are generated on the animation, to really get the most fluid. To have a company be able to support those disciplines to work together towards that common goal is incredibly cool. The pressure is on us to get it done, but the pressure is not on for us to cut corners, in a sense. I think just having that support and knowing the level of fidelity that we're aiming for and that we're slowly achieving each day, to me that's the most exciting, because you could then apply that to anything as far as movement within the game once that base core tech is solid.

Happy Hour›Interview w/ Brian Chambers·
Published on this date.5 May 2017