PlatinGames Introduces New "Next-Generation" Game Engine

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PlatinGames Introduces New "Next-Generation" Game Engine

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PlatinGames & # 39; recently released an action game, for Project GG
PlatinGames action game recently released, Project GG

In keeping with the recent revelation of its new Tokyo office – the third declaration of Platin4 – PlatinGames has now shared details with a new in-game engine to help the studio create "next-generation fun" games.

Formerly known as PlatinEngine, this new tool will be used to make studio creations forward, described as "great, noticeable, attractive," update shared online.

Wataru Ohmori, Manager of the Platinic Development and Development Group and Chief Technology Officer, explains how development began:

"We have used our in-house, specialized game engine to improve performance, since the launch of PlatinGames. But today's games require a whole new level of quality, a lot of variety and number of screens, and a rich amount of graphic visual power. We have come to the dreadful realization that if we do not make our work more efficient, we will not just be able to continue making the games we want to do as technology and expectations grow. Our new engine will help us make bigger, more visible games than ever before, and with greater ease. "

Ahmori goes on to explain that third-party engines such as Unity and Unreal are lacking in some aspects that PlatinGames felt was needed, so a well-designed engine is the only solution to meet studio requirements.

Team Leader for Platinum Research and Development Team, Tsuyoshi Odera, and Group Planning and Development Director, Ryoichi Takahashi, explains just what the engineer intends to do:

Odera: "… Our goal with this new engine is to reduce, as much as possible, the amount of effort that goes into game development. The idea is to take all the unnecessary work from our game development teams. & # 39; they appear small on the surface. Things like reducing the amount of compression equipment needed to convert data, showing a new job in a building after a conversion, or making the levels directly played from a scheduler. "

Takahashi: "Most of the time, I work more with game development teams than developing a program, and each project has its own requirements that must be met by manual labor; they often begin to approach the limits of what can be done on time and on average. Photorealism, cartoony cell-shading, and more – to make sure our games are at the Platinum level.

Improving workflow and providing new tools should be a welcome change for both developers working in the game and players getting to see them behind the scenes. Ahmori wraps things up by saying, "PlatinGames is known for our action games, but if we move forward, we'll have to try to do things we didn't do before.

"Those new challenges can come under the broader" game "umbrella, or we can be something completely different, with certain things being done. Either way, we will need to step up our game in terms of scale and volume."

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