“I guess what we showed off in the Unreal trailer was more of a tech demo than a final representation of the art style. “Overall, it’s been a pretty seamless transition,” Fader concludes. In March, less than a year after the initial reveal, Nightdive put out another trailer in Unreal. “The code doesn’t really translate, but the core fundamentals of the system we were working on definitely do map over,” says Fader.Ĭreature design, items, weapons, and to a certain degree environmental layouts - all were translated from the Unity demo with a minimum of time lost. Thankfully, Nightdive were able to pull over a “good chunk” of the work they’d already done in pre-alpha. “And instead of having them get up to speed on Unity, it made more sense with what we had in the pipeline to go with an Unreal ecosystem.” “These guys had more Unreal experience than Unity experience,” explains Fader. Nightdive have hired a bunch of “very senior” developers, a number of whom worked alongside game director Jason Fader at Obsidian on Fallout: New Vegas. And second, more pertinent for our purposes, was the team. First, after conversations with both Epic and Unity, Nightdive decided Unreal Engine 4 would be the better choice for hitting their performance targets on consoles. Check it out: There were two important considerations behind the engine swap. The interview's main topic are the reasons for dropping Unity and going with Unreal as the game's engine. PCGamesN brings us an editorial-style interview with Jason Fader, the Game Director for the upcoming System Shock Remastered Edition.
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