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The Art Of BlazBlue Part 3 – Background Phase

Siliconera: When you make a 2D fighter you create so many sprites (in this case thousands upon thousands of HD artwork) artwork takes a toll on a system’s memory and disc space. Managing this is one of the main difficulties of making a 2D fighter and getting the backgrounds right was one of the toughest aspects in BlazBlue. The idea for BlazBlue was to have these grand operatic stages. Fighters brawling against lavish and theatrical backgrounds, but with so much HD work on the characters this posed a very big problem.

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