If you are aiming for quick times and topping the leaderboards, teledashing is your most trusted friend.
“My whole job interview was based around what I could do to make the explosions look better.” – Hussain Sheikh, Technical Director, FuturLab
Without this process we wouldn’t be able to have the nice outline and alpha vignette, or have the render time left to render the game in the background while you navigate the map.
The complexity for the physics system in Velocity 2X comes from the player performing multiple actions in rapid succession and in various configurations at high speed!
We are extremely proud of our ‘JBraamz’ lens flare technology and it truly makes the game feel sci-fi when seen in action!
Vokh battles were too difficult for novice players, and at one point the Vokh guards were at risk of being axed from the game [Nooo!].
The great thing about playtesting in the studio with devkits is you can make changes on the fly, which we did. I sat the tester down next to my desk and tweaked values and timings until she was able to perform the action perfectly every time.
This is one aspect of our codebase that I’m happy to never look at again!
Looking back through our gameplay tasks on Velocity 2X, it’s clear that we spent around 10% of the time implementing features, and about 90% of the time refining them. This is no more apparent than in the way we obsessed over the controls.
From my perspective, having the same lighting on Vita as PS4 was the biggest technical achievement in Velocity 2X. It required much more than just the optimizations mentioned in this article, but boy the results were worth it!