GDC 10: A Small inFamous Team Achieved Big Things
inFamous was one of our favorites last year and we know a lot of readers had a blast, too.
But did you realize that the entire massive city in that game was produced by only 12 total artists? According to Joystiq citing Sucker Punch's Nate Fox at GDC 2010, the accomplishment that was Empire City didn't require a big team. This is all the more impressive when we remember just how much of that city had to be "interactable" with Cole; so much had to be destructible or climbable or "grindable." So how did they manage? Fox says it was all due to reusing the game's catalog of environmental assets. They give the example of having only two cars in the entire game; the only other differences are cosmetic, like color and decals. And hey, here's another really cool behind-the-scenes tidbit:
"The map was partitioned into a hexagonal grid -- the inspiration for which came from the popular board game Carcassonne, Fox explained. Edges of each hex were designed to effortlessly fit together, allowing designers to make minor changes to each compartment, and paste the location into another chunk of the city."
Now, for those of you who will condemn this behavior and dub it "lazy," bear in mind that Sucker Punch's "time and resources were limited." It's pretty amazing what a small, determined group can do when facing some pretty big obstalces, huh? I particularly like the fact that when playing, I really didn't notice a heck of a lot of environmental repetition. I guess it was because I was having so much damn fun, I was only focusing on that.
Related Game(s): inFamous
3/11/2010 9:11:06 PM Ben Dutka