Great interview with the man can be found over at Develop Online. Will probably go unnoticed to many of us unless we help spread it. I just think that the technology of this generation just happens to be very good at rendering metals and stones and dramatic lighting, which is why you see a lot of pillars and girders and destroyed blown-out areas because that’s what the bump-mapping happens to do very well. At the same time, in this generation the translucent effects are very hard to pull off. That’s why everybody sees a lot of these bald characters and wonder why games feature so many fucking space marines. Well, the tech is good at showing off amour and it’s not that good at doing hair. That’s why we have bald space marines. There’s your answer people. "
http://www.develop-online.net/features/522/QA-Cliff-Bleszinski-part-one
As usual the man is an endless well of gaming wisdom, spewing out quotes like:
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