![]() You always have a main road, but if you try to go off tarmac you’ll be able to fill your nitro gauge with destructible objects. The different areas were intricately designed to create diversity of path and varied gameplay. It’s a technical section, very difficult to overtake opponents, compared to other sections of the track where the player can rely more on their Nitro for gaining advantage. It’s like an abandoned road that has been closed for some time. The Canyon area will give the player a claustrophobic feeling fraught with danger. ![]() The idea was to give the player a variety of experiences and emotions. The first one was the Canyon environment shown here in early concept art: We decided to push ahead with this idea and started to design the different areas the player might encounter. There’s something particularly wonderful about smashing through desert shacks in a classic muscle car while firing off a magnetic bomb at your unwitting opponents in the all new Assault mode. When we considered the vibe of FlatOut - destruction, humor, places to do insane races - the first place in most of our minds was the American desert. ![]() For us, one of the environments that was an obvious choice for the game was the Desert. I’d like to talk about one of my favorite environments in the game: The Desert.Īt the beginning of the project, we had brainstorming sessions as a team to work out where our new FlatOut game would take place. I’m proud to give you some developer insight into this new version of the FlatOut series. I’m Alexandre Assier, Producer of FlatOut 4: Total Insanity at Kylotonn Games in France. ![]()
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