Month: January 2015

Fiction Drives Design

Revealed a while ago during our Boss Room live stream, we showcased one of our environmental concepts, the Boneyard. Since, we’ve spoken about how Project BlueStreak isn’t a post-apocalyptic game, it’s a “post-POST apocalyptic” game, meaning: crap hit the fan and now, people are recovering…successfully. The implications of this scenario regarding our fiction makes for […]

Original Competitive Engine Analysis

When we were testing the appropriate engine for developing Project BlueStreak, we tasked our engineers to do a competitive engine analysis. Here are the results: (originally written by BKP’s Engineering Team: October 21, 2014) Rendering / Graphics UE4’s use of physically based materials, screen space and environment reflections, lightmass GI, sub surface shading, SSAO and […]