Video Game Design by it's very nature requires iteration upon tireless iteration. This can be both an ugly and a beautiful thing. In the case of "XCOM: Enemy Unknown" it was beautiful. Early on we realized that simply bringing the classic XCOM gameplay back with updated graphics wasn't going to cut it. Taking cues from games with amazing combat systems like Uncharted, Gears of War, and Red Dead Redemption, we decided a more dynamic action approach was necessary.
Thus was born COMBAT 2.0!
What's any idea without a proper pitch movie I ask? An idea without a strong foundation!
When this idea first came up the animation team decided to create a memorable pitch to illustrate what we believed the gameplay had the potential to look and feel like. We combined cinematic sensibilities with the needs of design and necessary player information.
Watch it here:
Much of what we proved with this movie made it into the final game.
Here is a playblast of some of the "Rookie" soldier animations that were used:
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