Very cool review of the making of Spellbreak. Would be even more cool to see some videos inside UE4 showing how they do a few very specific things unique to them.
This was so helpful for me. I'm hoping to adapt your tutorial to pull off something similar comparing modern satellite imagery with historical maps. No topo, so my steps should be simpler, but I'm a novice with Blender and you've really helped. Thanks!
Even Top Notch Artists will be replaced by AI. You have no idea what you are talking about. If you do, only very superficial. At the end you are only an employee. You dont have any contact or experience to the High End Echelons we worked on. In 20 years, 40% of workforce working today will be out of jobs. First we will get worldwide financial crash, then AI takes over. Admin will remember my words in not distance future.
Red 5 shuts down one of the most ambitious and technologically advanced games of its time.
Firefall has a very long story. I’ve actually started following this game years ago when it was first announced almost 7 years ago. It was not just an ambitious title, but a sheer technological wonder for its time. The management was wise to attract some of the best talents in the industry to work on this project and boy did they do a good job.
The game was based on an Offset Engine, which was later sold to Intel (together with Offset Software). The engine’s main game Project Offset was killed unfortunately. But at that time it was a very good tech, that could rival Crytek’s Cryengine (at that time UE4 was nowhere to be seen). Few insiders say, that the engine was heavily modified by Red 5 and had some outstanding features. It simulated the solar system, with different loading zones that tiled all around the Earth’s globe. It had a very powerful day/night system, which carefully calculated the sunlight duration, depending on the global movements in the Solar system.
It also had a very interesting AI component, which allowed to run hundreds of AI within a loading area. It was capable of running thousands pos attackers at a time. And remember this was all happening back in 2010-2013. Years before we’ve seen similar things in modern games.
Unfortunately, this project never actually became profitable. It struggled for quite some time, consumed an enormous amount of cash and finally died a noble death today. It’s sad to see technology like this not being appreciated at its time, but we’re confident that the amazing advances in the game tech were later used in other outstanding games.