3D Artist - - GAME ART MADE EASY -

“One of the chal­lenges is bring­ing them up to cur­rent-day stan­dards but keep­ing the orig­i­nal mood and feel­ing,” Mak Malovic says about re­mas­ter­ing beloved videogames. Malovic has been in the in­dus­try for seven years, the last four of which he’s spent as an en­vi­ron­ment artist at in­de­pen­dent videogame de­vel­oper Blue­point Games in Austin, Texas. The stu­dio has now gar­nered a rep­u­ta­tion for de­liv­er­ing high-qual­ity up­dates of much beloved games, even be­ing dubbed ‘masters of the re­mas­ter’.

Dur­ing this time, Malovic has worked on up­grades of Grav­ity Rush and the Un­charted se­ries but he ad­mits that re­mak­ing the much beloved Shadow of the Colos­sus was the big­gest chal­lenge yet. “Since Shadow has such a large and ded­i­cated fan­base, we knew that any changes we made would be highly scru­ti­nised,” adds Malovic. “We con­stantly had to ask our­selves ‘Are we go­ing too far? Does it still feel like the orig­i­nal game?’”

The added pres­sure wasn’t helped by the fact that this was the stu­dio’s first fully blown re­make, which in­volved re-cre­at­ing all as­sets from the ground up. Malovic was re­spon­si­ble for cre­at­ing the in­cred­i­ble ar­chi­tec­ture seen through­out the game. The process would usu­ally be­gin with him look­ing for in­spi­ra­tion in real-world sources and a se­ries’ newer ti­tles, but Shadow of the Colos­sus is a stand­alone game so the lat­ter wasn’t ap­pli­ca­ble.

He goes on to ex­plain these early stages fur­ther. “We cre­ate a beauty cor­ner rep­re­sent­ing the ‘new’ look and qual­ity we are striv­ing for.” This start­ing point is also help­ful when it comes to fig­ur­ing out an as­set bud­get for the team’s per­for­mance goals. “We also try to un­der­stand how much more de­tail we can

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