When Sony stepped out in New York with the surprise revelation that PlayStation 4 had a whopping 8GB of very fast GDDR5, there were few people more pleased than Dishonored's lead level designer Christophe Carrier.
"We need memory, you know?" he shrugged, smiling knowingly at colleague Dinga Bakaba after winning Best Game at the BAFTA Game Awards on Tuesday night.
"As a level designer we are struggling against memory every day. We cut things, we remove things, we strip things, we split the levels, we remove NPCs from levels because there's not enough memory.
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"We need memory, you know?" he shrugged, smiling knowingly at colleague Dinga Bakaba after winning Best Game at the BAFTA Game Awards on Tuesday night.
"As a level designer we are struggling against memory every day. We cut things, we remove things, we strip things, we split the levels, we remove NPCs from levels because there's not enough memory.
Read more…
More...