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Thanks to Piotr Krzywonosiuk, PR Director at Tannhauser Gate (developer of Mimesis Online) for sending us the latest Tannhauser Gate Newsletter:The Creator™ - Part II. The making of a game’s terrain.
Imagine you are standing in the middle of a flowery meadow. You can hear a brook’s murmur nearby; an old forest extends a little further. White clouds glide through the blue sky. The sun emerges from the behind of the clouds and blinds you when you try to look at it. You start walking towards the forest and the brook. The grass blades bend under your feet. A hardly noticeable breeze starts blowing. Pollens and blow-ball’s seeds hover in the air. Darker, heavy clouds veil the sun. The breeze strengthens picking up leaves from the ground. The grass and tree branches move as the wind blows. You approach the stream and can already see the water. You note that the trees from the other shore reflect on the water’s disturbed surface. It starts to rain. The drops that hit the water create ripples which spread and intermingle. A sudden squall ruffles the surface of the stream. You paddle in the shallow water and cross the brook. The rain turns into snow all of the sudden. It starts with a few snowflakes but quickly turns to be a real snowstorm. You can hardly see the trees which are at your arm-length. You approach one of the trees. Its bark is thick and rough. The branches bend as heavy snow covers them. You turn around and make your way towards the stream paddling thorough the knee-deep snow. When you finally reach the stream and lean over it you can see your face reflect in the water’s surface...
Is this the future of gaming? Yes, and it is the very near future.
How can The Creator help in the process of making the game terrain? The entire story can be found here.
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