As­set man­age­ment


From a tech­ni­cal stand­point, Naughty Dog is the jewel in PlaySta­tion’s crown. Mark Cerny’s Ad­vanced Tech­nol­ogy Group is based in a walled-off cor­ner of the stu­dio floor, and the Un­charted maker was one of the first stops on Hideo Kojima’s fact-find­ing tech tour af­ter he signed up with Sony. What’s the se­cret? “We do a lot of brute­force man­age­ment of as­sets,” lead game de­signer Ricky Cam­bier says. “The sec­ond we’re done with an an­i­ma­tion, we un­load it. That gives us room to fo­cus on the en­vi­ron­ment. Take the mar­ket­place demo. Drake has all th­ese an­i­ma­tions for walk­ing and ex­plor­ing, but they’re not loaded, be­cause we need that space for more, more, more. I’d be cu­ri­ous to know how many other stu­dios do it.” Not many, we sus­pect.

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