This optimization of production processes, in turn, has allowed us not only to animate the pilots, adding numerous complex movements such as climbing in and out of the cockpit (which was the subject of
Dev Blog #6), but also humanize the artillery crews (which we talked about in
Dev Blog #21). Thanks to this, all vehicles, ships, and artillery guns will have crews that move realistically and escape when things go badly. Subsequently, we will be able to bring cities, factories, ports, mines, and airfields to life by adding animated people thanks to this approach.
As we mentioned earlier, the new level of visual quality in the game is not only the result of improvements in the game engine technology itself, but also the result of the latest approaches to creating visual objects and the tools used for this purpose.
This applies to 3D models, textures, and, as you can see, animations. Looking at the bigger picture, without advances in content creation tools and methodologies, the modern gaming industry would not be able to produce all the beauty we see in the world’s best projects, simply because creating content of this level using old methods would have taken decades. This is why it is so essential for every game development team to constantly evolve in terms of their professional scope and the methods they use. We will discuss other technological innovations we are using to create the Korea project later.