Pantheon’s July newsletter covers big trees, movement, and spell FX

    
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Rise of the TREE more like.

You probably don’t spend a lot of time thinking about the work that goes into making big trees in your favorite MMO. It’s enough to see a big tree, think that it’s a big tree, and move on. But the developers of Pantheon: Rise of the Fallen put a lot of work into the huge trees of Faerthale, and the latest newsletter covers the process of making the trees look right without creating something that unduly taxed system resources from the canopy on down.

Other interesting discussions for the newsletter include character movement and interaction with the environment to ensure that character animations look right and control fluidly. There’s also a look behind the scenes at spell FX for the Cleric and Shaman as well as one of the game’s signature NPCs, so whether you’re more into the art side, the lore side, or the nuts-and-bolts side you’ll find something of interest in the latest dispatch from the team.

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One of the things that’s been really cool to see in Pantheon’s newsletters and roundtables is that the team has been really transparent talking about how they actually go about building the game. It’s not just all features and marketing and lore. Personally, it’s helped me appreciate the amount of work that artists, designers, and programmers have to do just to produce something that I might run through for a few hours in game. I always knew those guys worked hard, but now I’m starting to get an idea of just how hard they work to build out these worlds.