The Division: Ubisoft talks about environments and dynamic climate system in the day/night cycle
THE DIVISION: EXPLORE THE WORLD
How to change the lighting based on the time of day? What are the different weather conditions and how they affect the players? What are the differences between outdoor environments and indoors? We dropped in at the studio to talk to the technical art director Sebastian Lindoff, the Chief environment chart Podlesnigg, Benedikt senior technical designer Fredrik Thylander and sketch writer Tom leader Garden and discover the answers. Read on to learn more!
EVERYONE LIKES THE COLD, RIGHT?
The design and development of a living setting starts with an idea, a mental image, that could be called "sketch". We spoke with Tom, our expert, and told us that the main purpose is to help show the key issues, the atmosphere and the structure of the game.
The agents find themselves in many situations different climatic and temporal, will go from sunny to rainy nights. And these conditions will have a much deeper impact than just a visual effect. Fredrik says that, during a thunderstorm, visibility will be reduced for both the agents for both PNG. At worst, will be affected even the aim assist and detection range. I also discovered that the agents will try to hide her face from the cold. However, it will not be the only ones to respond to climate change. Depending on the time of day and weather conditions, animals and civil will behave differently, coming in some cases to holing up indoors, leaving the streets deserted.
Speaking of the day-night cycle with Benedikt, I understand that there will be a significant Visual change, because in the dark lighting is much more vivid. In some cases, the light sources will highlight key aspects of the setting, while other areas will be completely dark. Think of all the scenarios in which you need to venture out in poorly lit areas and with bad weather conditions! One more exciting! According to Tom is a fundamental factor for the replay value, because a day face conveys a completely different feeling than when you do it at night. Agents must be able to adapt to the environment and be aware that these settings do not affect only the decisions to be taken.
A WALK THROUGH MANHATTAN
Manhattan is a city full of nuances that are difficult to understand and even more complicated to make the setting for a title as The Division! Going deeper, I realized that the roofs, abandoned buildings and underground passages are much more than a Visual background. And this makes them even more amazing. The graphics team has faithfully reproduced the representative buildings of Manhattan within The Division, but giving him life, managing to convey the same feeling that you would try visiting them really, is no small feat.
Players also recognize the unique aspects of Manhattan in gameplay. Sebastian stressed that the buildings act as landmarks and entering a new area, the atmosphere changes. For example, you'll understand that you have arrived at Times Square because the buildings are taller and carpeted with billboards. In the area of the base, on the other hand, you breathe more air in your home. These factors, combined with the different weather conditions, will help you discover a living city, which puts you in the game world. And this will happen in time.
INTERIORS AND EXTERIORS
What could be better on a cold winter evening that warm up in front of a fireplace? Maybe the agents will not be able to start a fire, but many choose to take shelter indoors to wait for more favorable weather conditions.
The passage and fluid without loading between exterior and Interior helps create a unique atmosphere. Lighting and effects send that feeling of intimacy typical of a covered shelter. Spend some time indoors becomes intense and enveloping experience. And, says Sebastian, when players come out and they will be ahead of a snowstorm in the middle of the night, the passage of time and the change of climate will have an even bigger impact.