“Lots! Sometimes our appetite is bigger than our bellies and Homeworld 3 is a hungry beast Still very early but a few things that are known - We want the space battles to feel cinematic - ships maneuvering around obstacles and shooting down enemies only to have them spin out of control into the environment, sense of thick Volumetric Nebulas that would require you to leverage sensors to navigate, and environmental hazards that can change the course of your battles. Two decades later, I'm curious what grand ideas (apart from monoliths) you may have had, that are finally plausible for Homeworld 3? - SirGuelph Previous Homeworld titles did a great job leveraging the technology available to create a gorgeous universe, but there must have been sacrifices made. I nominate Andrew Ritchie, our tech director, to do an update in the future. This Is what we are striving to deliver using the tools, technology and experience available to us and our team. The experience that we never fully managed to capture from those pieces is the transition from open space to upclose terrain dog fighting. Homeworld has always been more than just a gallery to show off the awesome art that Rob, and Aaron have created it's about letting players step into the experience that their imagery promises. “Very tech heavy question, I’ll answer to the best of my abilities. With today's landscape offering new and exciting technologies (Vulkan, Ray-Tracing, HDR, Spatial Audio, 8+ core CPUs, etc, etc) what is BBI doing to once again redefine what is possible with the production of Homeworld 3? - Drew D. In the past, you had mentioned that your ambitions for the 3D nature of Homeworld far exceeded what many thought was possible, yourselves included. So we’re back with more behind-the-scenes details about cinematic space battles and fleet design that you can expect for the future of Homeworld 3!! Hello Fig backers! Since our last update, you had even more questions for Homeworld 3 Art Director Karl Gryc. Q&A with Homeworld 3’s Karl Gryc, Part 3POSTED:
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