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Interview with Julien Merceron, CTO Konami
[TodoWE] Julien Merceron, International Director of Technology Konami, attended the game show Paris Games Week which takes place from October 29 to November 2.
During the fair Merceron responded to several questions about the production of Pro Evolution Soccer 2015, in which it contributes to the development of future versions FOX Engine engine, and web IGN advantage in interviewing.
How was affected the development of PES 2015 for use of the FOX Engine? What was the impact on the game?
First I want to say the FOX Engine has really allowed PES 2015 become a game for next generation consoles. This is a fundamental step for both the franchise and their audiences. Once done, we turned to PES artists wanted to figure out how to reinvent the game visually on these new consoles. Only then we could help them get the atmosphere and the quality of the graphics that were seeking. In this sense, technology-based physics engine lighting FOX considerably helped the artists in your search for a more realistic picture. But talking about one direction, photo-realistic or not photo realistic, this is purely artistic choices: now with an engine of this type, you can do both. In the world of PES, we have focused on achieving the greatest possible coherence between the gameplay and graphics, when both aspects fit together and work together, then the player has a total immersion experience. The FOX Engine has helped but also in other aspects, such as multiplayer gameplay or the mechanics of the game.
What points the FOX Engine has changed the game?
In addition to making the game possible in the new consoles, the FOX Engine gave access to a new level of graphics and game mechanics of online even online. That said, back to what I mentioned before, even in terms of gameplay, there have been significant changes and a great deal of attention has been devoted to the connection between the controls of the player and the real action on the ground. I think you've noticed that this year everything is much more fluid.
When he began working in PES 2015?
The development began in 2013. Personally, I started working with the team at PES 2015 earlier this year and focus immediately on what we wanted to achieve with this new version. Versions for PS4 and Xbox One were already playable after a few months and this gave us enough time to devote to many other key areas of game time. Taking advantage of the talent of the team and engine FOX Engine, we were able to achieve the best sports game of Gamescom. A result that has really impressed us, the team deserved it.
Wiadomo jakieś "multi' ma być też w Metal Gear Solid 5: The Phantom Pain więc pewnie rozgrywka w sieci będzie dla Konami jednym z piorytetów.