Category Archives: Interviews

Ubisoft Talks AC4 Tech – AnvilNext Engine Features, Global Illumination, DX11.2, AMD’s Mantle

Assassins Creed IV Black Flag v4

A couple of days ago, we had the pleasure to interview Ubisoft’s Luc Poirier, team lead for the rendering team for AC4 at Ubisoft Montreal. Luc shared some interesting tech information about Assassin’s Creed IV: Black Flag, and detailed some of the features that have been implemented in the next iteration of the AnvilNext engine. Luc also talked about Windows 8 and DX11.2, as well as AMD’s upcoming API, Mantle. Special thanks to Sylvain Trottier (Associate Producer) and our country’s distributor who also helped with this interview. Enjoy the interview after the jump! Continue reading Ubisoft Talks AC4 Tech – AnvilNext Engine Features, Global Illumination, DX11.2, AMD’s Mantle

CD Projekt RED Talks The Witcher 3 Tech: Tessellation, PhysX, DX11.2, Windows 8, Global Illumination

The Witcher 3 v1

A couple of days ago, we had the pleasure to interview Greg Rdzany – Senior Technical Producer at CD Projekt RED – and Balazs Torok – Lead Engine Programmer at CD Projekt RED. Greg and Balazs shared some new information about the Fur tech that will be implemented in The Witcher 3 and talked about PhysX 3.0, Tessellation, DX11.2, Global Illumination, and shared their opinion about other commercial engines – like CryENGINE and Unreal Engine. Enjoy the interview after the jump! Continue reading CD Projekt RED Talks The Witcher 3 Tech: Tessellation, PhysX, DX11.2, Windows 8, Global Illumination

Primal Carnage – Developer Tech Interview

Primal Carnage is a dino-MP game, influenced by everyone’s favourite dino movie, Jurassic Park. The game has already been released and in order to find out more tech details about it, as well as Lukewarm’s future plans, we contacted the development team for an interview. What a better way to start our freshly Interview section than focusing on indie devs, right? Well, off we go. Continue reading Primal Carnage – Developer Tech Interview