100°

Burnout Paradise: How to Make a Next-gen World

Criterion's Scott Harber on just how the art team built Paradise:

"Looking back on the production of Paradise City, I think our biggest challenge on the world team was that of discovering what "next-gen" actually means. From the outset, we knew what we wanted to achieve from a gameplay perspective. We have the large world where you can drive to anything you can see, we have more shortcuts and stunt routes than any other open world, and we run at 60 frames per second. But what does a "next-gen" world actually look like? More specifically, what does Paradise City look like? In the space of five Burnouts, the world team has modelled well over a dozen US cities. If Paradise City were just a high-resolution version of those, it would have been a failure. We started Burnout Paradise roughly two years ago, and one of our earliest tasks was to answer these very questions."
MK_Red - contributor
Published: 577 days 1 hour ago | Article | PlayStation 3 | Xbox 360
 
 
 

Nintendo DS
IGN: Nintendo DSi Interim Report
Nintendo DS | Article
s of yesterday, the Nintendo DSi has been on the market in North America for three full months now. The upgraded system launched on April 5th, 2009...

Multi
IGN: Champions Dev Diary: Building a Fractulator
Multi | Article
Cryptic Studios is busy getting Champions Online, its next superhero-based MMO, ready for launch later this year. The developer of City of Heroes a...

Xbox 360
Gamespy: New Dante's Inferno Trailer
Xbox 360 | Trailer
If Dante Alighieri's Inferno is half as action-packed as EA's Dante's Inferno looks, then perhaps I should have read it a long time ago (note: I sh...

Gaming
Rabbids making an appeance in TMNT: Smash-Up
Gaming | News
At last, the teenage turtles and Rabbids can fight in the same arena.
About N4G
N4G is a social game news site that covers the game industry 24 hours a day, 7 days a week.
More Info... | Submit News