Grab your best headphones for specific updates on: Hear about the studio’s philosophy for taking Dead Space’s award-winning audio design to the next level by bringing the game to today’s generation of platforms and the new Frostbite™ engine – while still remaining faithful to the iconic atmosphere, mood, and sounds you know and love. Cheesy, efficient and fun.Dead Space™: Audio Developer Livestream Get a first look at what our developers have been working on in Dead Space Audio design and production.Ĭreative Director Roman Campos-Oriola, Senior Producer Philippe Ducharme, and Audio Director Olivier Asselin, alongside special guest Jack Pattillo, host our latest Developer Livestream to share an early look at audio development. With the GRP, I can instakill almost every zombie in the game by hurling them into any of the gratuitously common spiked walls in the game (a horrifying safety hazard for UJC workers but a delightful mechanic for gamers). It takes a lot of effort, risk, time and ammo to kill zombies with conventional combat. Here was my dilemma, if you could call it that: Do I spend all my precious credits making a bunch of mediocre guns I can’t find ammo for? Or do I focus on buffing my small collection of free weapons to fight the progressively tougher and scarier zombies? It was a no-brainer - especially when it came to the GRP. This made it difficult for me to experiment with different weapons because nearly all the obtainable guns have to be crafted at significant cost. All zombies have a hardy resistance to gunfire, ammo is scarce and resources are hard to come by. But while playing, it can feel like “The Callisto Protocol” focused on the game’s melee system to the detriment of other mechanics.
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