much of a game’s development time is spent creating assets, using a new engine doesn’t mean your existing low fidelity assets suddenly look better, just better lit
Eh, a lot of it also has to do with designing things, not the producing assets. If you’re just doing a remaster and upgrading assets that already exist, it should take a lot less time than building something from scratch.
that’s just simply not true. if you look at the project lifecycle for a game very little resources are spent in preproduction, the bulk of the time is in production. preproduction usually has all of the core mechanics and ideas implemented by the end, then it’s just about executing on that plan. there’s not a lot of experimentation and iteration once you are in full tilt production mode
much of a game’s development time is spent creating assets, using a new engine doesn’t mean your existing low fidelity assets suddenly look better, just better lit
Eh, a lot of it also has to do with designing things, not the producing assets. If you’re just doing a remaster and upgrading assets that already exist, it should take a lot less time than building something from scratch.
that’s just simply not true. if you look at the project lifecycle for a game very little resources are spent in preproduction, the bulk of the time is in production. preproduction usually has all of the core mechanics and ideas implemented by the end, then it’s just about executing on that plan. there’s not a lot of experimentation and iteration once you are in full tilt production mode