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Developing games these days are similar to developing movies says Metal Gear Solid 5 director Hideo Kojima recently

Chủ Nhật, 28 tháng 4, 2013 | 0 nhận xét

By now you have a pretty good idea of what the Fox Engine is capable of, what with its photo realistic imaging and all. We were stunned and both shocked at the unbelievable detail that Ground Zeroes showed us last year at the PAX Prime show. The detail, the texture, color and whatever else you can imagine were pretty much in the realm of Solid Snakes eyes, including Solid Snake himself. So how do we get photo realistic imaging? For starters, we use real live people, just like in the movies? Sure, why not? In the movies, you do your shooting process of the actors and their movements, and then the process afterwards is the editing and post-production. A very similar process is taking place with Metal Gear Solid V: The Phantom Pain. Konami and the team have hired a diversification of actors from various parts of the world to perform different roles. Their movements are motion captured, and the imaging and rendering is done before the editing takes place. Hideo Kojima says they still have a long way to go in a recent comment by him he stated.

"If it were movie creation, post-production and editing will follow after shooting, plus adding audio but since it is game we have a lot to go. But still I feel content as this is the 1st end of phases. This time it took over a year including auditioning, 3D capturing, military training, reading, rehearsing and shooting."

Currently there is no set release date for The Phantom Pain, only that it will land on current generation systems, with a port of it likely to hit the PS4 soon after. To understand some of the photo realism concept being used, take a look at some images of Solid Snake and other background rendering technology.






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