![]() We also wanted to maximize the unique opportunities and features that the Switch console brings, especially with regards to its portability and user interactions like touch and motion. But in general, we’ve maintained the look and feel of the game world, as well as the lovable charm and personality of the PvZ characters. It’s a delicate balance of course, and we’ve had to make some visual tradeoffs that we felt were worth the performance gains. We’ve spent a lot of effort optimizing performance to hit 30fps – whether you’re playing with AI opponents or other players in online matches. Top of the priority list for us was that the game needed to play well and look great. To that end, we tried our best to apply that principle thoughtfully across every single feature and improvement, including motion controls and touch support. Melvin – Our primary goal for this project was always to deliver a version of Battle for Neighborville that felt like it was tailor made for the Switch console. What led to you integrating motion controlled aiming and touchscreen menu support? TSA – You’ve seemingly gone a step beyond what ports tend to get on Switch (even with Nintendo’s own!). Melvin – Battle for Neighborville will run at 720p in handheld mode and 900p in docked mode. TSA – What resolutions can players expect to see in handheld and docked modes on Switch? I’m proud of our entire team for pulling this off, and the quality of the game that we achieved. We also partnered closely with our quality verification teams in Romania and Vancouver, as well as the Frostbite technology teams who supported us throughout this journey. who are an amazing studio with previous Switch porting experience, and we built a great working relationship with them. We co-developed this title with QLOC S.A. We are however extremely fortunate to be part of an industry that allows us to do so, and I’m grateful for that. It required us to quickly adapt to working from home which was unfamiliar to most of our team. We had started some initial preparations for the possibility of full remote development when things began to look a little unsettling, but it was still a shock to the system when the global pandemic hit and we could no longer work together in the studio. This development cycle also presented some unique challenges, but we overcame them as a team and learnt a lot along the way. Along the way, there have been many technical challenges to solve and decisions to make, but we have also learnt a tremendous amount about the Switch platform and how to optimize the Frostbite Engine accordingly. Of course, the team is proud to deliver the first ever Frostbite game on this console. Melvin – The process of bringing Frostbite to the Nintendo Switch has been very rewarding for us for many reasons. Frostbite’s got a bit of a reputation for being tricky to work with and always targeted the cutting edge. TSA – Battle for Neighborville will be the first time that the Frostbite Engine has been used for a Nintendo Switch game. Ultimately, I would say it’s better late than never. Fans of PvZ have been asking for it for quite some time, and it’s finally being released on March 19. So, we’ve had to wait for the right opportunity and team in order to do so, but we’re thrilled with how it turned out. We wanted to make sure we gave it the time, attention and focus that it deserves. In terms of timing, we knew that when it came to the Switch version, it needed to be good. So, for many players who only have the Switch as a gaming console or it’s their preferred gaming destination, this is their first real opportunity to play Battle for Neighborville. This is only the second ever PvZ game to be launched on a Nintendo console, and the first from our PvZ third person shooter series. Zombies series is in many ways a perfect fit for this console: it’s tons of fun, quirky and humorous, highly accessible and very family friendly. ![]() Melvin Teo – First of all, we’ve always wanted to bring Battle for Neighborville onto the Nintendo Switch, even from the very beginning of the project. ![]()
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