Interview with the developers, they sound pretty clever (duh).
NE: How did the team manage to technically pull off such graphics, especially considering the file size limit on WiiWare?
ML: First of all we developed a custom ’shader’ system which supports all the hardware tricks you can do on the Wii. So we could realtime preview all those Wii shaders in our 3D application. That was a big help to cut down iteration time and to test as many effects as possible.
As you may know the Wii graphics hardware has no pixel shaders like the PS3 or XBOX360. Nonetheless you can achive stunning results when you wrap your mind about the special abilities of the Wii. One thing the Wii we can do very well is to combine many textures very quickly. So we designed our materials like you would create layers in ‘Photoshop’. An important addition was that many textures were realtime generated and feed back into the shaders. With this techique we were able to create stunning materials without wasting megabytes on giant static and animated textures.
On top of that we use many different techniques to allow stuff like reflective and refractive materials, softed shadows, animated ocean waves and spray, grass, heat waves, etc.
Finally the 40Mb limit on WiiWare isn’t a big problem. We were used on the DS to create games in 4Mb. You just have to use different approaches then used in most retail games.
And yet the big boys of the industry seem oblivious to most of that and give us sub-PS2 quality Wii titles which are barely textured, nevermind having multiple layers, bump maps or other shader-like effects like reflections, refractions, and whatever else is possible as Nintendo, and now even WiiWare indies, show.
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