Gothic III Interview

RPG Vault has conducted an interview with Piranha Bytes’ Kai Rosenkranz, in which the composer and sound designer answers various questions about Gothic III. Here’s a quick teaser:

Q: What considerations factored into the technologies you decided to use? What are the main features of your game engine?

A: After a long period of research, we decided to use a proprietary engine because it would offer the freedom we needed to realize our vision. Even though developing an engine and a game simultaneously is quite a challenge, we wanted to be able to maintain some of the features people enjoyed in the first two installments of the series; the enormous level of detail and the seamless gaming world are two perfect examples. The decision proved to be a sound one as our Genome engine not only looks top notch; it’s also very flexible and a good starting point for future projects.

To cut a long story short, Genome offers all of the fancy features players expect nowadays from a state of the art title. It creates a lifelike world with high-resolution textures, normal maps, pixel shaders, shimmering water, dynamic lighting and shadows, and big-time visual effects – all without any loading zones. You can literally walk from the snowy mountains in the north to the vast desert in the south without any noticeable transition.

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