The entry threshold was certainly set relatively high, but working in such a close-knit and professional team became a pure pleasure. We didn’t just mess with the content, but also the engine, the UI backend, the AI, or the crafting system. We spent a lot of time adjusting our changes to avoid losing the game saves compatibility, or breaking something in the already existing part of the game. The fact that the game is already in the players’ hands was also a challenge. ![]() In the beginning, with every task, even seemingly small ones, we had to interview many specialists because it involved knowledge between their specialties. With time, thanks to Larian’s great support, we felt like fish in water, and each subsequent task went more smoothly.Īnia Łabęcka : Switching to working in such a big team and on a huge project. ![]() Starting from the organization and maintenance of the versioning system, through the maintenance of the build system, understanding the process of creating a new UI and attaching it to the game, the complexity, and enormity of the code, tools, and available functionality – at the beginning, even small changes took a lot of time. Krzysztof Rosiński : Probably the most significant challenge while working on this project was its size and complexity. Anshar worked on virtually all stages of creating Gift Bags: deciding what add-ons will be created and how they will work, programming and scripting new mechanics, creating levels, items, new characters and creatures that the player can meet in quests, preparing UI elements, visual and sound effects, scripting new quests and testing them. Joanna Plaszewska : Game add-ons were created in cooperation with Fool’s Theory from Bielsko, which invited us to participate in the project. Let’s read what our team thought about working for Larian Studios on the beforementioned Gift Bags: What was the project’s scope? After all, we think it was a cool codename – weird, mysterious, and. The codename for this project was “ Potato.” Yeah, we know it’s not as cool as some other names people tend to pick for their projects, but we liked it, and it stuck forever. Our latest finished undertaking is a series of Gift Bags for Divinity: Original Sin 2, which we created together with the F ool’s Theory. Still, we can say that they are open to exchanging knowledge, and it surely helps us improve the quality of our future projects. We can’t share the details of the cooperation with Larian Studios for apparent reasons. ![]() They started talking about potential cooperation, and Fool’s Theory realized that the project in question required ‘more workforce.’ We were co-opted to help, mainly because of our interest in the subject of isometric RPGs. Larian Studios had its booth right next to Fool’s Theory, who presented Seven: the Days Long Gone. The history behind Anshar Studios working for Larian Studios is pretty straightforward.
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