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Mit No Law entwickeln die Macher von The Ascent einen spektakulären Cyberpunk-Shooter für PC, PlayStation 5 und Xbox Series X/S. Der reine Singleplayer-Titel setzt konsequent auf Dichte über Größe. Die unregulierte Hafenstadt Port Desire wird komplett von Hand erbaut, verzichtet auf Ladezeiten und bietet eine fotorealistische Grafik mittels Unreal Engine 5.

Als Veteran Grey Harker erlebt ihr eine tiefgängige Immersive Sim mit absoluter spielerischer Freiheit zwischen Schleichen, Hacken und Ballern. Jede Tat hat Konsequenzen, weshalb sogar essenzielle Story-Charaktere permanent sterben können. Mittels moderner Engine-Pipelines simuliert No Law bis zu 3000 reaktive Stadtbewohner gleichzeitig.
Transkript
00:00Ich bin Phil Frick, Kreativdirektor von Neon Giant, hier zu sprechen über NOLA, das nächste Spiel aus unserer Studio.
00:05In unserer ersten Spiel, The Ascent, unsere kleine Team, hat die aus der Box-UV4-Technik zu ihrer Grenze,
00:11um ein sehr detailer, lebend-in Cyberpunk-verlust zu machen.
00:15Für unsere neue Spiel, NOLA, ein hohe Fidelity, Immersiv, First-Person-Shooter,
00:20in der unregulativen Stadt der Port Desire,
00:23wir wussten, dass unser beste Startpunkt, wir bauen ein Spiel rund um die Haupt-Feature-Set von Unreal 5,
00:29weil eine kleine Team wie unsere, muss mit dem Engin arbeiten, nicht gegen ihn.
00:33Wir wussten, early auf, dass aus der Box-UV4-Technik nicht genug ist.
00:37Wir mussten, um die Default-Technik zu machen, und um unsere eigene Werkzeuge in der UE5-Technik zu machen,
00:42um das Welt wir wollen.
00:44Wir sind stolz, was wir mit der Ascent gemacht haben, und NOLA ist der nächste Schritt in dieser gleiche Beziehung.
00:50Unsere Verständnis waren spezifische.
00:52Wir wollten nicht den größten Welt, aber den densesten.
00:55Ein Stadt, eine Stadt, die sich in jeder Stelle auf jeden Fall ist,
00:57wo jeder Korne ist ihre Geschichte und jeder Sorte über die Geschichte.
01:01Port Desire ist schägt durch den Menschen geplanten,
01:04in der Kranke, in der Kranke, in der Grafik, in der Kranke, in der Kranke, in der Kranke,
01:07in der Kranke, in der Strecke, die sich in der Zeit gezogen sind,
01:10und in der Kontrolle, die Menschen in der Welt leben.
01:12Unsere Ziel war, dass eine Geschichte mit jeder Fall war,
01:15von einem messyen Abonnement, wo die Charakteren über ihre Leben gehen,
01:18zu der Schnellbein der Stadt.
01:20As a relatively small team, that ambition came with real challenges.
01:24We wanted extreme detail everywhere, but we also needed stability and performance without hand-optimizing each location.
01:33For us, the answer wasn't a single system, but a shift in how we built the world.
01:38We prioritized density over scale, and we built a pipeline that let artists handcraft spaces without constantly stripping detail back
01:45and without relying on procedural generation.
01:49Nanite is what made that approach viable.
01:51It lets us keep a high level of detail across surfaces without treating every asset as a trade-off between
01:57fidelity and performance.
01:59Our custom implementation of FastGeo in combination with the World Partition System enables a seamless experience that never breaks.
02:08It allows us to have details in every nook and cranny and tell a million small stories.
02:14In fact, we have more objects in any given frame than the entirety of the Ascent.
02:20With this workflow, we can preserve detail and density in every corner, from the smallest boat on a freighter to
02:25the city as a whole, with no invisible walls and no loading.
02:30We built tools inside Unreal to help our artists handcraft the entire city, alley by alley, building by building, block
02:40by block.
02:43To show Port Desire's full range as an urban city, overwhelmed with vegetation, we needed dynamic lighting.
02:49From the cozy, lush, midday sun to the darkest, the most dangerous alleys, where even the bright neon light does
02:55not reach, the challenge was maintaining a fully dynamic day, night, and weather system without unpredictable frame times.
03:01Lumen gives the foundation for full dynamic lighting, and Megalights, that are artists focused on the believability of the space
03:08instead of tuning every single light source.
03:10Every believable space needs dozens or hundreds of individual light sources.
03:14From the smallest blinking electronic warning light on a camera, to the large neon signs above a marketplace.
03:24Megalights allow us to retain the visual fidelity bar we are aiming for, while keeping performance considerations low.
03:31Once everything is dynamic, it starts to affect the gameplay in more direct ways.
03:37Players can shoot out a street lamp, flood a space with a flashlight, or they can leave an area in
03:44darkness and have the AI and PCs react to light and shadow.
03:49Shying away from glare, searching through darkness, or escalating when something feels off.
03:57Shying away from the sky, the dark, or the dark.
04:00Let's see who's got the bigger gun, motherfucker!
04:04To make this city feel alive, we leaned on the mass framework to drive our crowds.
04:08NPC density and types shift based on time of day, region, and weather.
04:13In the slums, a storm clears the streets, but in the more sinful parts of poor desire, even heavy rain
04:18won't slow things down.
04:20Mass lets us simulate thousands of characters at once, over 3,000 at any given time, which is also more
04:26than the entirety of the ascent.
04:27So the city always feels active, no matter where you are.
04:31We're also using MetaHuman, paired with our own character animization system.
04:36Together with MetaHuman Animator, we can generate and bring to life thousands and thousands of variations of characters,
04:43so that the main characters and the extras in the background are all unique.
04:48We wanted a world that reacted systemically to the player, without us having to hand-place effects and destruction.
04:54Filling a world of this density and scale with contextual effects, while maintaining performance and interactivity, was one of our
05:00key challenges.
05:01By combining PCG and Niagara Data Channels, environmental effects are procedurally populated where appropriate.
05:08Wherever artists place trash or leaves, particles will spawn dynamically based on wind, weather, and player actions.
05:15Shoot a bullet, or throw a grenade, and particles will move out of the way.
05:23We combined chaos physics and their own GPU-driven solution to support tens of thousands of moving objects simultaneously.
05:32The result is a reactive environment, where smoke lingers, embers drift, and broken glass stays where it fell.
05:44Creating NOLA has been the process of finding where the engine ends, and our custom tools begin.
05:49Achieving this level of density, lighting complexity, and systemic reactivity, was previously impossible for a studio of our size.
05:57By leveraging UE5's latest tech to bypass traditional development bottlenecks,
06:03we have finally been able to build the uncompromised version of the world we wanted to create for years.
06:12We can't wait for you to experience it.
06:15Thank you.
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