So I originally wanted a very R&B sound for the game, I was thinking it's got to be something like Underground, with an urban flavour. Yeah they have a very cool guy over here, and he works outside dealing with all the music, and he's been doing all the music, picking all the bands, picking people, I dunno, Avril Lavigne, and Avril Lavigne did a gig in the cafeteria at EA Canada apparently just before she broke and went on to sell millions of records. Which means there's another 10 per cent there, and they're still looking for it. I think this has got to be 90 per cent of the PS2. More cars on the track, more detail in the world. So they've gone out there just improving the detail of textures more cars in the race - you know, there's five other guys with you in Burnout, it's a six-player race, so it makes for a more exciting race, a more competitive race turning it up with audio, the stuff we're doing with engine sounds, what we're doing in surround, you know, turning it up. But after we were done, we took some time out, and when we really had a good look at it on our performance analyser they suddenly realised with a lot of optimisation that was probably 50, 60 per cent, with 40 per cent extra to find. Visually Burnout 2 at the time we thought right, bang, that's 90 per cent of the PS2 right there. I mean, audio - we're practically melting the machine the amount of audio that's happening on PS2. They've got a lot of smart people, and we're pushing so hard. I mean, our Burnout team programmers and graphics guys are all.
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