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COD: Ghosts Art Assets Go 'Beyond Next, Next-Gen'

Develop: ''Call of Duty: Ghosts has been designed with art assets that are well beyond the next generation of video games, Infinity Ward has claimed.

Speaking to Develop, COD: Ghosts’ development lead Mark Rubin said that new recruits to Infinity Ward from the film industry have created art assets that are of cinema-quality, which he believes will ultimately mean the game looks the best it can on all its target platforms.''

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FrightfulActions3753d ago

... That is a pretty creepy preview pic.

brettyd3752d ago

Yea that guy was the coolest part of the teaser, creepy fuggin dude,

ElitaStorm3752d ago

you haven't seen the fish AI yet, they are pretty fast that is all i can say

MWH3752d ago (Edited 3752d ago )

reminds me of that creature in the movie Pan's Labyrinth.

@SIRHC13 I don't know if you meant this as a compliment or being sarcastic. if the latter, well played.

dale_denton3752d ago (Edited 3752d ago )

reminds me of pan's labyrinth

edit: yeah, what segamon said.

+ Show (1) more replyLast reply 3752d ago
Reborn3753d ago (Edited 3753d ago )

One of them worked on Finding Nemo, right?

Well, we'll see come launch/actual gameplay reveals.

SIRHC133752d ago

That explains the incredible fish AI.

nveenio3752d ago

I'm more interested in seeing them give us something current-gen, as it's been eluding them for a few years now.

pixelsword3752d ago

Now that's some fish!

Next, next gen fish!

Now I fully understand the next, next gen graphics remark.

...Despite the fact that it isn't.

That-Guy3752d ago

Super Mario 64 already did fish swimming out of the way.

+ Show (1) more replyLast reply 3752d ago
Donnieboi3752d ago

Didn't they already confirm that they're recycling more older assets for this supposed "new" (edit: "Modified") version of that old tired Quake engine?

I don't trust you Activi$ion.

N4g_null3752d ago

Most highend normal mapping apps use polygon cout over 80 million polygons now.
Almost every 3d package has support for heavy models now. What is interesting is this old quake engine is using tessalation and possibly height maps to say wrinkle the mesh instead of just plain ol normal mapping. Also models are smooth out in real time. I'm thinking this is possible on the ps4 also.

You could tell this was being used when they showed the wireframes. I'm not a fan of tris since quads smooth so much better.

I knew this hype train was coming and yes it is powerful but really it is as pointless as fish AI apparently. Unless its a hardcore fishing game!

It's pretty easy to bolt things on to the quake engine though, almost every one is using a variant of it based on bsp or static mesh contruction. If I remember correctly it is the first engine to have native hyper nurbs which is similar to what they are using.

Yet any one can say they made a new engine since you know, most people can't see the source code.

secretcode3752d ago

You're using the same damn Quake 3 Engine that you've used for over a decade.

I'll believe it when I see it.

Tei7773752d ago

But we've already seen it and it looks like an xbox 360 game.

raytraceme3752d ago (Edited 3752d ago )

I think what they are trying to say is that next next gen and beyond will also use the same engine ;)

N4g_null3752d ago

The problem isn't their engine. It is there art. Plus you can't tell the difference as much any more visual. So it is very possible you won't see it. The only thing current gen can not tackle is texture res, frame rate and out put resolution and even that is getting better.

Most engines are using very similar rendering tech. We all are using the same 3d content creation suits be it 3d studio, maya, lightwave, etc etc...

So it really is only limited by the artist now. Yet you need better artist. Sony is doing just fine in that dept.

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