![]() ![]() What was the first thing you worked on when you joined the StarCraft: Remastered team?īrissia: Tilesets. I was like, “Are you freaking kidding me?” The one year that I was finally like, “Okay, that’s it, I give up”- that was the year a recruiter finally reached out to me. ![]() I had started working in the video game industry three years before I started applying to Blizzard. But by the end of the play session, everybody was playing 16:9.īrissia: Before I got in, I applied to Blizzard every year for twelve years. And we were like hey, you can also play 16:9! When they tried it they were like, “No, we can’t do this.” So they switched it back. We showed some pros the game, and they started off playing 4:3. And if players don’t turn on the options right away, they might eventually. We’re trying our best to make everything feel comfortable. They’re nice, but, you know, they’re just four colors! We’re not going to make a four-color explosion now, we’re going to use all the colors we can!īrian: With most of the visual effects in StarCraft: Remastered, you can just turn them off and go back to the originals. these original effects don’t actually look very good by today’s standards. ![]() Originally, our focus was: “Let’s do the effects 100% true to the original.” But then we started realizing. The new nuclear explosion is amazing, it looks really good. The fire looks like fire, the explosions are awesome. We’re not going to rewrite the rules of chess-we’re not going to change how the pieces move-we’re just going to make it look better.īrian: The effects in StarCraft: Remastered are being created with the best effects programs we have. What drove your decision to keep the original silhouettes?īrian: In Korea, StarCraft is like chess. The fact that people couldn’t tell the difference shows me that we did our job right-we stayed so true to the original that it mirrors players’ memories. We had to say, “No no no, we went back to the original units, look: it was only 32 pixels.” Now you can see it in 4K and totally see the difference. In their mind, that’s what StarCraft had always looked like. It’s a double-edged sword when we were first showing the game to people, if they started by looking at it in HD, they weren’t impressed. How did you balance updating the unit models with staying true to the original ones?īrian: We kept the same silhouettes because we wanted you to immediately recognize them. I was like, “Oh my God, did you see how much detail they put into this thing?” The new Goliath the team came up with-it’s so awesome, it makes me feel bad, because I made the original one. What’s been the coolest thing for you to revisit as a leading artist on StarCraft: Remastered?īrian: There were some things that really made me geek out. You worked on the original game back in 1997. Meet the team and peek into the development process through the behind-the-scenes interviews below! Over the past eighteen months, they’ve been hard at work modernizing StarCraft without altering its classic gameplay and “Wild West” atmosphere. The StarCraft: Remastered team is small, nimble, and intensely passionate about their source material. ![]()
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