THQ posted a developer diary of Forrest Dowling, Senior Level Designer from Kaos Studios, in which he discusses his role with Frontlines: Fuel of War.
Of my many responsibilities as a level designer, one of the most difficult is optimization and performance tuning. This was made more difficult by our goal of creating huge spaces that have a density level on par with much smaller corridor based shooters. My task was to help make all that content fit and run smoothly, both on the Xbox and on the PC. This job falls on the level designer as the final gate keeper, but requires a lot of help from level artists, environment artists, and programmers. Read the Rest...








































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