![]() I think it's kind of funny because, in hindsight, it's obvious. Tew: I think, for myself, I underestimated how difficult it could be to navigate the castle. What elements of actually exploring this world and playing within this toy box caught you by surprise during development? It's really just trying to create that connection and trying to make sure that we're not doing wrong by ourselves or the other fans There are certain things that, if we didn't include, we would be disappointed. Each thing that's really special, that we love about the Wizarding World - trying to get those things to work together winds up being a pretty unique challenge. Right away, those things become challenges to solve. A lot of development is figuring out how to take each one of these things that are all unique to the world - I feel like most open-world games I play, I don't start in a castle the size of most in-game cities. We also tried to be a little bit irresponsible with the number of things that we actually shot for, that we tried. ![]() Tew: At the beginning of a project, you almost want to be irresponsible with the number of fantasies that you hope you can fulfill. had,, "What if we could do this with that?" The stars aligned on this one. We were familiar with the different properties Warner Bros. Within the studio, there was always like. Games first acquired Avalanche, we didn't know what was next. Tew: I think we really came onto this as fans first. Even just in the castle - when it's not combat, I'm touching everything with my wand. It's everything we wanted to do when we were younger, finally getting to wave the wand around with light coming out of the end, doing things, touching the world. Madsen: There's that balance because we are a student. I mean, it's not a safe school.Īlan Tew: Yeah, it's a very unsafe school. Boston Madsen: The Wizarding World is just like that already.
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