Left: The atmosphere and dynamic environment is core to Carrier Command 2. Wind, rain, ocean currents, visibility, are all richly and dynamically simulated. The visual effect reinforces the gameplay implications that these systems have.
Right: Carrier Command 2 was a natural adaptation to VR. The “bridge commander” style gameplay is a restrained window into the world from a game design point of view, but also matches the restrained physical interface that comes with VR.
Left: The literalism of the diegetic UI is carried over to the carrier and vehicle controller. The game is always experienced from a first person viewpoint, to underline the simulator aspect. Operating the remote cameras gives a limited view of the battlefield, as the player uses multiple information sources to build their image of the game board.
Right: The landscapes are procedurally generated, built from triangular low-poly tiles, then heavily processed in code to build the geological stories of the various biomes that occur in the world.
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