It's a small team of env. artists from what I've heard. It's developed by massive and it's their tech too.
E3 2013 - The Division | Ubisoft
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Amateurish but exclusive interview with a few interesting things here and there.
I love the art-direction, the details... stuff that Ubi and few other companies can pull off with their immense resources and massive teams. But gameplay wise, i'm starting to be a bit skeptical in the sense that i'm kinda expecting the game structured with some kind of hub/ready-room and mission areas largely explorable, but not directly connected to the hub(s) – this because of the helicopter ("teletransport") that the players were waiting for at the end of the E3 demo and lack of drivable vehicles, as clearly hinted here.External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.Also I kinda expect a bit too many off-game menus where the player will manage and trade resources found during missions (see FC3).
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So it sounds more and more like Wasteland mod for Arma2/3 ( sort of a dayz without Z, but only survival and player hunting for food and ressources... but in fact it's more a big deathmatch with no aim... at least in arma).
I'm really curious how it will run and how the gameplay will be. If it's good enought to had some hours of fun, it will be a dayz one buying. And i hope this will be better than good enought !
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posted on FB, realtime weather changes looks fucking sweet !
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This game is too perfect to be real.
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Those reflections on right car are too clean and doesn't lookg too good
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New video about the Snowdrop engine from GDC
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Some crazy tools there
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on consoles*
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Quote from Beck
New video about the Snowdrop engine from GDC
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That video should be in the dictionary next to the term "next gen"
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I like how the engine's focus seems to be on giving content creators force multipliers that boost productivity. This is what games need imho. Less brute force graphics polish and more iteration.
The shame is that this will probably be Ubisoft exclusive tech.
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Given the scale it makes sense to have such tools.
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Yeah the tools look great, that building creating tool, drool.
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Aye, dat building tool was the most impressive part of that entire video to me. If you're gonna build a huge city and quickly mockup and iterate on it, that's what you'd want. Then hopefully have the option to easily export that out to add in unique geometry in the cases where you want a more custom look.
And yeah, it's probably not going to look quite this sharp when it finally ships, but considering that it's supposedly not coming out until late next year at the earliest, then it's gonna be 2 years into the lifetime of the consoles and it'll likely look a great deal better than all this launch window stuff we're seeing now.
Plus no pre-gen shit will help.
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Now add to the building tool a (semi)procedural way to automatically create "unique" furnished apartments, individually explorable, and you have the sandbox creating tool i've had in mind since a few years

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Hmm, with and engine and tools so awesome, wouldn't Ubisoft want to adopt it to all of its franchises?
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Quote from Zarsky
Hmm, with and engine and tools so awesome, wouldn't Ubisoft want to adopt it to all of its franchises?
Most of in-house engine make sense to those who developp them, and many studio have been bought by Ubisoft because of their respective engines.
For examples, Assasins's creed solo and multiplyer use 2 different versions of the same engine, but each studios are adding bricks and feature to it by the time.
But if you think as man/hours, it's maybe a waste to developp several engines with the same features.
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