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This was shot in 2002. This is the making of Prince of Persia: The Sands of Time by Ubisoft's Montreal studios, most notably for the PlayStation 2. Jordan Mechner was involved in this project.
As a Game Designer, this is quite outdated and barely scratches the surface of game design. Normally it involves more coffee, all nighters and pizza than shown here.
@luke969 Excuse me, I do not appreciate bringing light to disgusting things, me and my child surf the internet and RU-vid after homework is done for good wholesome fun, and your comment is sickening, and I don't need people like you to corrupt, defile and to debase my child! I will be reporting you by the way, grow up, STRIVE TO BE BETTER
Actually they still can’t. I am a digital animation and game design student and, even with today’s technology, computers can’t run high resolution images quickly. We just innocently fool you guys, the models are still low poly BUT we make sure that the textures are as high quality as possible. (a character or objects in a game when it has lots of triangles or squares, those are called polygons, and depending how much there are it’s low or high poly. Movies and other projects can have high poly models but games can’t. The purpose is not the same and a game is “not planned”. In a commercial, the model would do ONE thing and that’s that, in a game, since someone controls it it can happen anything at any order and the computer has to keep running) (Textures are just images, not the same as a character so we can give them a lot of detail and the game can run it just fine. It’s a matter of illusion to make it look like it’s of the greatest quality)
"And Hope it becomes a hit" SOT went on to be a legendary game . It's a revolutionary game in the action adventure genre. And it was a huge milestone for video game animations I think it invented the concept of blendspaces for smoothly blending of one animation to another.
Ruler World they are doing the exact same thing today as well. You are seeing a much lower resolution model than what the artist ends up sculpting. It has other benefits other than just making things easier on the computer.
@@bunnywabbit yes of course they do that. But now that todays computers can handle high graphics. The end product looks much much more polished and plays at higher more officiate frame rates. But the cutscenes will of course look much better then the actual playable part of the game.
I think it's insane that someone sits down and manually writes every single line of code for every single game function. How the hell did they make Skyrim, Fallout, FarCry, Cod 2019 ECT.. There are some huge games out there...
Some of the work can be automated, generalized, provided directly by a game engine, or libraries/frameworks, and programmers can make tools to make their own work easier.
Well nowadays not all of it is written by hand, some of it is made by using general state machines and frameworks, and you have to trust in these systems to interact properly, which is why there can be so many bugs in them
Having learned a lot of modelling and animation programs as part of my job, I can say they've skipped a lot, like the whole process is at least 5x more. And one thing I can't agree is the end, they don't spend millions developing something and simply *hope* it will succeed...marketing, researching, promoting also plays a huge role even before a draft is out to ensure it has a chance to succeed. I've spent months making free mobile games and barely get 100 downloads after months, but some big studio comes along and release much better and impressive games also making it free, and what's the difference? They have the budget and capacity to build much more impressive games as oppose to a small team, to promote the game so it gets maximum exposure, and of course able to sustain a free to play model hopefully long enough for ad revenues to grow. And that's just after developing, we haven't gone into maintaining the game with updates for bug fixes or new features. Also timing for a release is also crucial to even get noticed by gamers, a tough crowd to begin with these days. I just want to say this video made it seem easy but don't get fooled. However if you have an awesome idea for a game then by all means go ahead start doing it now before it's too late but remember you will need to get your game noticed out of the seas of games out there now.
Hey I am doing some research on video games and the industry would you like to comment on the actual process of making video games and inaccuracies of this video, besides being outdated.
The idea is to just give a general 'overview' of how 'some' of the steps work. Obviously as time goes on, these steps can either get far more complex, or far easier. But let's say you're a kid, and you're interested in video game development, and you wanna know just a 'general concept' of how things work. This video gives you a good idea as to the amount of work that goes into video games, and it gives a small look at the different aspects of a video game such as the creative, the animation, the programming, the sound, etc.
For people who don’t know what game this is it’s called “prince of Persia” and it’s one of the best games ever “Assassins creed” was born because of this game
oh thats easy. spend lots of money on the marketing department and make the devs spend years on prerendered cutscenes. have no one work on the actual game until 6 months before release. hastily delay for as long as you can while spending more on marketing and press hype. force your devs to work 16 hour days in crunch time. release the broken messy game that doesnt even work on launch date because you cant delay the release date anymore because investors are getting worried. get demolished and try to censor any damning press while promising to fix the game post launch with a 50 GB update refuse to give refunds and run away because you already got your money announce new game rinse and repeat
Imagine the old timers could see how their innovations led to multi billion dollar business ... And moreover details and graphics..would be awestruck...
I'd love to know the process of how modern contemporary video games Like: Red dead redemption 2 (2019) and Ghost of Tsushima Directors Cut (2021) Where shipped, designed and made
I hear the phrase "on Paper" and I thought "but why wouldn't it be more streamlined if they were to use a pad?" "That way the sketch could be sent directly without scanning." Next scene shows CRT monitors. "oh that's why I'm watching this world of tomorrow."
Don't forget Batman on the Game Boy Advance. It and Tarzan: Untamed are in their North American versions. Vivid, sophisticated, and fast-moving. Driven by state-of-the-art computer software, featuring the latest, high-tech graphics.
2002: "Developers first get together and plan out gameplay mechanics and art direction" 2019: "Developers begin to add loot boxes, then get together and decide what part of the game their budget of 12 cents and a plastic straw should go to"
"Computers can't cope with the high resolution graphics" - I sense this was quite a while ago considering my phone can have better looking graphics now.