I liked the camera of the game. It was impressive. But the missile controls on the 360 version. I had to stop playing it because of that. The missile controls could have been much better, and were just extremely messed up for me, and really poor, it gives of a lukewarm feel to me. Quite sad, as the game was visually appealing to me, until I had to navigate those rockets down crooked passages.
October 4, 2012 at 7:12 PM
Both Joe and I wanted to make sure that ITSP would look like people were watching an animated film rather than just playing a game per se. To achieve this, we needed a camera that was not only cinematic and smooth, but one that would also help stage the action and layout in a pleasing and natural fashion.
For this complicated task, we turned to two of our brilliant scripters, Ryan Meyer and Chris Eng. Here's a video of Ryan explaining some of the technical issues he was faced with while accomplishing this difficult assignment.
"ITSP Camera Explained"
5 Comments -
I was really impressed with the smoothness and feeling of the camera during the whole game, now I know how much work was behind ! Great job
Though there was ONE area in the game where the UI went out of the screen for me :p
July 8, 2012 at 1:59 AM
I was really impressed with the smoothness and feeling of the camera during the whole game, now I know how much work was behind ! Great job
Though there was ONE area in the game where the UI went out of the screen for me :p
July 8, 2012 at 2:00 AM
Fantastic job!
August 24, 2012 at 1:16 PM
Fantastic job ! !
August 24, 2012 at 1:18 PM
I liked the camera of the game. It was impressive. But the missile controls on the 360 version. I had to stop playing it because of that.
The missile controls could have been much better, and were just extremely messed up for me, and really poor, it gives of a lukewarm feel to me.
Quite sad, as the game was visually appealing to me, until I had to navigate those rockets down crooked passages.
October 4, 2012 at 7:12 PM