Architecting Content for a Live Service Game | Unreal Fest Europe 2019 | Unreal Engine
Автор: Unreal Engine
Загружено: 2019-05-20
Просмотров: 4083
Описание:
YAGER knows first hand that live service games are under constant evolution after ship, which puts heavy requirements on the initial architecture. In this presentation from Unreal Fest Europe 2019, Senior Game Engineer Joakim Ohlander explains how YAGER changed the Dreadnought progression system from around ~100 assets to ~5,000 in a very short amount of time, and how they are applying what they've learned to their new game, The Cycle.
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