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FPS General: What was the biggest design challenge between putting together the total-conversion Source mod in Insurgency and designing Insurgency 2 as a standalone title?
Jeremy Blum: I think the biggest design challenge with the first Insurgency was creating large, open environments that were properly optimized and detailed. We were fighting against Source Engine the entire time during development, with a design plan that would have worked much better on a larger scale engine like CryENGINE or Unreal.
With Insurgency 2 we ultimately decided that the most important component of the game was its “feel” and the realistic, highly intense firefight you can’t get anywhere else. Insurgency 2 retains this, while shrinking the scale down slightly to be more suited to what “works” best on the engine we’re using. The game is much more focused now – players will never have a hard time locating objectives.
Jeremy Blum: I think the biggest design challenge with the first Insurgency was creating large, open environments that were properly optimized and detailed. We were fighting against Source Engine the entire time during development, with a design plan that would have worked much better on a larger scale engine like CryENGINE or Unreal.
With Insurgency 2 we ultimately decided that the most important component of the game was its “feel” and the realistic, highly intense firefight you can’t get anywhere else. Insurgency 2 retains this, while shrinking the scale down slightly to be more suited to what “works” best on the engine we’re using. The game is much more focused now – players will never have a hard time locating objectives.

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