Tips and Tricks on Developing an Open World Game
summary
Frogwares describes concrete tools and results: they build an open city from hundreds of presets as UE4 plugins (no engine mods) and track upgrades from 4.09 to 4.20; the pipeline produces 377 Characters and 100+ dialogs while three character artists and four mission scripters scale to 50+ hours of gameplay. The world chunks into 95 meter cells with baked Level LOD proxies, nightly CI converts procedural mesh, and a Narration Editor plus Big Frogwares System web dashboards and runtime automation catch regressions.
AI-written summary · about
chapters (13)
- 0:00Intro
- 0:18About Frog Wars
- 1:21About The Symphonia City
- 2:22How to make an Open World Game
- 7:19City Buildings Editor
- 9:29Fall of Falling
- 16:06Feature Scripting
- 18:30Encapsulated Features
- 25:00Notes
- 27:10Scripting
- 32:11Story Structure
- 35:05Big Frog
- 41:40Conclusion
related talks
32mMaking Plugins for Game Engines as a Business
54mWorld Building pipeline of Dying Light 2.
52mUnreal Engine Open World Preview and Landscape Tools
59mHow to build (un)believable worlds?
59mCities in games. How to create believable urban environment
35mCreating Alstom's Virtual City
41mOfficial Modding Support - How To Do it in Weeks Instead of Months?
46mWriting for Games - A Backstory
