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There have been a lot of changes to ArcCorp from the CitizenCon 2947 demo to what it is now. Why did that change? Was it purely technical reasons, artistic reasons, performance reasons? What precipitated those changes?

TL;DRThe changes came from both artistic reasons, such as simplifying noisy buildings, and technical ones, including performance, a rotating sun and larger tiles, while acknowledging taste is subjective.

Nic EtheridgeLead Environment Artist, PU team

It was actually a bit of both, really. Obviously there was an obvious difference in the art style of the buildings. That was just an artistic decision. We wanted to make the buildings feel a little bit more realistic. We were happy with the demo, but some of the buildings got very noisy and very top heavy and very kind of oddly shaped. So we kind of wanted to simplify them back a little bit. Some of the new buildings we are going to be putting in that I spoke about before are kind of a little nod towards more of that style. But it was an artistic decision to simplify them a little bit. It actually helped us as well with performance, because we could put the detail where we wanted to. The old ones had detail all over the building. So we kind of picked our battles and made sure we put the polys where we wanted to put them. And there was a little bit of technical as well. With the demo, the sun was in a fixed position so we could show it off in the best light. When we actually started to look at this as a rotating planet, we wanted it to look the best at all possible levels. We're thinking about you're walking around in Area 18, the sun's moving around, you're flying around, you're on a transit system, you're in orbit. We're trying to get it to look the best in all situations. If you concentrate just on one level of detail, you could nail that and get it to look perfect, but then other levels of detail don't look so good. There's a real balancing act getting it to look right. The other thing was, in the demo we used much smaller tiles, so it's very grid-like. You could see the trenches do these zigzags. We wanted to enlarge the tiles, make them slightly more bespoke in the sense that you're not recognizing, it's kind of like very old school SimCity, where it's in small little things and you can recognize this is a city block and that's the next city block, and it's kind of weird looking. So we kind of expanded the size of the tiles, and that allows us to do a bit more hero stuff with that and some larger shapes. I understand art is always subjective. So I understand if people are like, oh, we kind of liked the old art style compared to the new, it's all subjective. But there's a bit of both really, both artistic and technical reasons.

Reverse the Verse›LIVE - Environments of Alpha 3.5·
Published on this date.12 Apr 2019