search.noResults

search.searching

saml.title
dataCollection.invalidEmail
note.createNoteMessage

search.noResults

search.searching

orderForm.title

orderForm.productCode
orderForm.description
orderForm.quantity
orderForm.itemPrice
orderForm.price
orderForm.totalPrice
orderForm.deliveryDetails.billingAddress
orderForm.deliveryDetails.deliveryAddress
orderForm.noItems
our 2D concept work into a 3D traversable world. With a strong 2D concept team having a great relationship with the 3D team, the “Ping Pong” between 2D and 3D maintained throughout development. Tuning the 3D worlds compositions, assisting with


texture illustration and material creation, and executing a strong graphic use of colour and lighting, the team’s close relationship bore an incredibly faithful realisation of an extreme and illustrative world.


AS THE ART CAME TOGETHER, DID IT INFLUENCE THE DESIGN OF THE GAME IN ANY WAY? IF SO, HOW? I think it’s more accurate to say a required tone and pace was needed. It was this that influenced both artistic visual pillars, as much as the game’s features, that plus the PSVR hardware. Everything was supporting the game’s core “fast and fluid action.”


But to support this there were some visual language rules and artistic pillars that formed a bold yet cohesive art style.


Legibility and


accessibility was the focus. A style that gave clarity in VR, clarity for interaction, cover, and traversal opportunities. We needed to create open spaces that served the core combat mechanics and traversal in a slick, fast frictionless way. By focusing on a modelling fidelity that enables and talks to the level of pace of play and interaction, we crafted a visual language that was void of fiddly details


March 2022 MCV/DEVELOP | 65


and mis-read interaction. This was optimal in rendering, with a sweet by-product of clarity. Never in Fracked are you left in confusion about what you can or cannot interact with. It’s innate and obvious, or just not there, frictionless by design. The chunky, clean, geometric, industrial shapes, cast against the natural slopes of a 45° mountain-side world quickly began to lend itself to the accessible and exciting possibilities of our three-dimensional explorable and combat play spaces.


Bold legible shapes, void of fiddly form and rendering noise. No disintegrated interactions.


Page 1  |  Page 2  |  Page 3  |  Page 4  |  Page 5  |  Page 6  |  Page 7  |  Page 8  |  Page 9  |  Page 10  |  Page 11  |  Page 12  |  Page 13  |  Page 14  |  Page 15  |  Page 16  |  Page 17  |  Page 18  |  Page 19  |  Page 20  |  Page 21  |  Page 22  |  Page 23  |  Page 24  |  Page 25  |  Page 26  |  Page 27  |  Page 28  |  Page 29  |  Page 30  |  Page 31  |  Page 32  |  Page 33  |  Page 34  |  Page 35  |  Page 36  |  Page 37  |  Page 38  |  Page 39  |  Page 40  |  Page 41  |  Page 42  |  Page 43  |  Page 44  |  Page 45  |  Page 46  |  Page 47  |  Page 48  |  Page 49  |  Page 50  |  Page 51  |  Page 52  |  Page 53  |  Page 54  |  Page 55  |  Page 56  |  Page 57  |  Page 58  |  Page 59  |  Page 60  |  Page 61  |  Page 62  |  Page 63  |  Page 64  |  Page 65  |  Page 66  |  Page 67  |  Page 68  |  Page 69  |  Page 70  |  Page 71  |  Page 72