matching games Train Sim World 2 It is one of the latest entries in the long-running sub-genre of Train Simulators. As such, the developers take great pride in offering a specific level of realism in terms of both mechanics, features, and graphic capabilities. In fact, a lot of these features are attributed to the capabilities of the Unreal Engine. Recently, we had the opportunity to interview some of the developers behind Cane Creek’s upcoming expansion of Train Sim World 2 – A road based in a bumpy part of Utah, United States. This provided the opportunity for experts to explain some of what goes into producing such a detailed project with the intention of recreating a real website in the form of a “game”.
The following answers were kindly provided by Lewis McDonough, an environment artist from Skyhook Games (the studio behind the Cane Creek expansion). David Harper, managing director at Skyhook, also shared some input. Here is what the designers said about this complex task:
PCI: How designers collect real scene data for replication Train Sim World 2?
McDonough: As a starting point, we use a variety of online resources like LIDAR (real world satellite data), as well as things you’d expect like Google Earth and YouTube. Google Earth is very useful throughout development as a reference point to make sure we recreate the track area as best we can.
We are also fortunate to have a large network of individuals around the world, including in the United States, who have great knowledge of local routes and lines – this is invaluable in helping us stay authentic.
PCI: How long does a new typical environment take to complete?
McDonough: There are a wide range of factors that can affect the time it takes to create a new environment – [Train Sim World 2] Cane Creek on Skyhook took about one calendar year.
PCI: What’s the hardest thing about design?
Harper: Often when creating a simulation game, the hardest part of designing is striking the right balance between real and authentic simulation and still a game that is an enjoyable experience for players. Knowing and appreciating fans of the simulation genre is critical to ensuring that we remain authentic and still provide an interactive experience.
PCI: Has the development of the scene become easier due to the developments with the complexity of the game engine?
McDonough: “easier” may not be the right term, but the ceiling of what can be achieved is certainly higher thanks to technical improvements. While everything brings new challenges, Unreal Engine provides us with a great toolkit that allows us to create the high-quality landscapes we need. Using photogrammetry tools like Megascans has allowed us to increase accuracy by adding real-world items like rocks and logs – things like this add a lot of credibility to the environment.
PCI: What drives the team to put in so much effort in each new environment?
McDonough: We feel proud to recreate an authentic and authentic environment. long before [art creation work] In the beginning, we take the time to explore the road online as much as we can – usually at this point we start getting excited about what’s possible and can plan for any challenges we might encounter.
We are well aware that the vast majority of players have never been to this part of the world before, and so we definitely want to make it as authentic as possible for them. TSW He has a great fan base and vocals – seeing the positive feedback on a road we’ve built is a huge win for us and keeps us going.
PCI: Is there an end goal? For example, is there a goal to create most (if not all) major environments to reflect the US rail network in the real world?
McDonough: We simply want to work on as many interesting environments as possible! For the player, the fun environment means that they will hopefully try something new – and for us, it usually means that we are challenged in a new way that makes our days interesting and varied. We love working on US roads but we also plan to release content set in other parts of the world – there’s no shortage of interesting settings, so it should keep us busy!
PCI: What is the support file? Train Sim World 2 The community of these new environments? Do they usually get a lot of attention, or are they more specialized?
McDonough: We have found the community to be very supportive, and the interest they have shown has been fantastic. Train simulator gamers often have a favorite era, country, or locomotive they’d like to drive – but regardless, the reaction to Cane Creek so far has been incredibly positive across the board.
PCI: Finally, hHow difficult is it to develop a sim over a “normal” game? Is the pressure to be as realistic as possible overwhelming?
McDonough: Each game is different, and carries its own technical, design and technical challenges – of course, sim games are no different! We always try to put the player experience at the center of every decision we make – and that’s the same in any genre. It is important to know what your players value and appreciate and allows you to produce the highest quality possible.
We would like to extend our heartfelt thanks to Mr. McDonough and Mr. Harper of Skyhook Games for taking some time out of their schedules to conduct this informative interview and provide such meaty answers to our questions.
This personally made me appreciate every detail that goes into designing a game environment a little more!
the new Kanye Creek Expansion to Train Sim World 2 It goes on sale this month.