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Despite the city’s complexity, a relatively small core team was able to create the experience thanks to a set of
procedural tools including SideFX’s Houdini.
Procedural rules define how the world is generated: from the size of the roads and the
height of the buildings, all the way down to the amount of debris on the sidewalks.
Using this workflow, you can modify the input rules and the whole city will change, redefined by those new instructions. For small teams looking to build open worlds, that is incredibly powerful. It means you can regenerate the entire city, right up until the last day of delivery, and continue to adjust and improve it.
This opens up so many creative possibilities—and proves that any team can make a triple-A-game-quality open world in UE5, irrespective of size.
هر چیو که خواستم اپیک همرو یکجا بهم داد...
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یکسری تصویر از سکانسهای فیلم جدا کردم که بشه با بازی مقایسه کرد. سمت راست فیلم، سمت چپ بازی.
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کیانو ریوز تو مصاحبه اخیرش اعلام تعجب میکنه که چرا به فکر ساخت یک بازی از متریکس نیستن، وقتشه که خود EPIC دست به کار بشه و همین پروژه گسترش بده چون از خود کارگردانه فیلم تا بازیگراش و فنهای فیلم و بازی بسیار مشتاق هستن.