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Mat Noguchi GDC 2005 Talk Slide 4

In order to even attempt to build this complete experience, we need to have not only a high level of detail, but a wide breadth of detail as well. It means that we need to make animations for every action a character can perform. It means we have to make effects for every material vs material interaction possible in the game, from plasma bolts hitting rusted metal or rocks hitting water to tires skidding on sand or purple metal grinding against wood. It means everything must make a sound, and every sound must have enough permutations to avoid repetition. It means that we need to have combat dialogue for every possible interaction between every speaking character in the game.

In other words, we need content.



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