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You are here: Home / Making it in Unreal: how Marmara became a tenth the size of Planet Earth

Making it in Unreal: how Marmara became a tenth the size of Planet Earth

When solo developer Joshua Giles plays open-world games, something bothers him. When he commands Bayek to climb the Lighthouse of Alexandria in Assassin’s Creed Origins, it isn’t wonder he feels when he reaches the top, it’s frustration. “Each region of the map is supposed to feel like totally different countries,” he tells us, “like they were in real life. But you can see from one end of the map to another just by climbing onto a building.  Looking for a wide world to explore? Get stuck into one of the best RPGs on PC. “It’s the same as seeing from Germany to Iceland. It just drives me crazy.” For Giles’s historical action-adventure game Marmara, his approach has been closer to that of The Elder Scrolls II: Daggerfall. While Bethesda Game Studios has shrunk its RPG worlds since this 1996 title to make everything handcrafted, back then it wanted scale – a 160,000 square km chunk of Tamriel, inhabited by 750,000 NPCs across 15,000 towns. Relying on primitive randomisation, the studio built a landmass half the size of Great Britain that inspired a generation with its sprawl. Giles wants scale too – using Unreal Engine 4, he’s building an approximation of… Read full this story

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Making it in Unreal: how Marmara became a tenth the size of Planet Earth have 337 words, post on www.pcgamesn.com at July 16, 2018. This is cached page on wBlogs. If you want remove this page, please contact us.

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