JCalCGM
06-30-2006, 11:38 AM
FiringSquad chats with The Farm 51's Wojciech Pazdur about their upcoming first person shooter NecroVisioN, which will use the Painkiller graphics engine. You can read the interview right here (http://www.firingsquad.com/games/necrovision_interview/). Here is a snip:
FiringSquad: NecroVision is using the Painkiller engine as its basis. Why is this engine being used and what added features and improvements will be put into it for NecroVision?
Wojciech Pazdur: We wanted to focus on making a great game instead of developing custom technologies, so when we decided to design a horror action shooter we choose the engine that was created especially for one purpose – for making FPS horror shooters with no design or content limits. The Painkiller engine uses a narrow set of very polished features so it’s scalable, easy to expand and we were able to design and prototype levels very quickly. Many members of the NecroVisioN team have worked on the Painkiller franchise before so they know this technology very well. It has been 2 years since Painkiller PC was released, so we of course added many new features such as a global dynamic light and shadow system, sophisticated shaders, HDRI effects, enhanced ragdoll physics and new game-play mechanics. In the visual department, we’re on the same level as most next-gen engines and we don’t plan on stopping there.
Look for an exclusive hands-on preview of Necrovision in the near future on FiringSquad
FiringSquad: NecroVision is using the Painkiller engine as its basis. Why is this engine being used and what added features and improvements will be put into it for NecroVision?
Wojciech Pazdur: We wanted to focus on making a great game instead of developing custom technologies, so when we decided to design a horror action shooter we choose the engine that was created especially for one purpose – for making FPS horror shooters with no design or content limits. The Painkiller engine uses a narrow set of very polished features so it’s scalable, easy to expand and we were able to design and prototype levels very quickly. Many members of the NecroVisioN team have worked on the Painkiller franchise before so they know this technology very well. It has been 2 years since Painkiller PC was released, so we of course added many new features such as a global dynamic light and shadow system, sophisticated shaders, HDRI effects, enhanced ragdoll physics and new game-play mechanics. In the visual department, we’re on the same level as most next-gen engines and we don’t plan on stopping there.
Look for an exclusive hands-on preview of Necrovision in the near future on FiringSquad