Practically, creating maps that give the sense that they are 15,000 feet high and also wide enough to accommodate the high speed sprinting ability would require some resourceful thinking on the part of TimeGate. “When we decided upon making these vast, expansive maps found in Section 8, we knew we would be sacrificing in terms of “next-gen” asset density. In our multiplayer game, all the assets in the map have to be loaded the entire time and since our maps are 4 times larger in footprint than the largest Unreal Tournament map, we knew we would be stretching ourselves in that regard. Ultimately, we did what it took to create the gameplay experience we wanted, learned what it took to achieve that goal, and maximized our resources appropriately.”
Particular effects in Section 8 absolutely stand out as a dazzling display during the gameplay. The one that intrigued us the most was the neon, hexagonal grid that appears around a character’s armor when they take damage. This, of course, is supposed to represent shielding. Phillip tells us more about the thought process that went into putting this effect, and others like it, together. “The evolution of this effect is actually a great example of game design and art coming together. Given that the weapons in Section 8 react differently to shields and armor, it was important for us to have a recognizable effect associated with the shields being knocked out. When designing effects like the shield, we envisioned the engineering that would be needed for something like this to exist in reality."
"The shield is made of plasma and was designed to allow infantry to burn in from atmospheric heights unharmed, as well as stop the high-velocity rail shots from weapons. The plasma is held in place by a network of generators woven into the armor in a hexagonal lattice. It’s a very volatile mix of energy and technology, so once the shield is worn to a critical level it will completely collapse in a very visual way.”