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When generating rooms, how do you ensure that there are no holes between the prefab collisions where players could squeeze into and fall, or get to places that they shouldn't?
Joel Azzopardi · Senior Environment Artist

Yeah. So that's another reason why we do half hand authored, half procedural. So if there is an instance like that and QA come to us and say, hey, we've got players getting stuck in an area that they aren't meant to, for this area, for instance, say your props were able to spawn and players were able to get up on those props and then jump over the railing and get stuck. Obviously, when death has consequences, we're going to see a lot less of that. But people like to explore in this repercussion-free state of the game. So they're going to do that. So that means that because half of it's hand-authored and we have control, like, all right, we can't guarantee that we're not going to get a prop so they can get up on it and jump over the railings, which means that we might relook this area here and maybe put some safety nets in so players can't fall down there and get stuck. So it's going to happen. And that's why we do half hand authored, half procedural. So we have finite control over fixing that stuff. Obviously we get finite control over how it looks as well. But that's how we're going to ensure that we can reliably fix those issues when they pop up.

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Published on this date.2019-08-30
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