Resident Evil Requiem Characters Have Sensors That Affect Sweat and Animations, Plus Several Levels of Clothing Dirt
Resident Evil Requiem developers track several internal metrics to control the game’s visual and animation effects.
Resident Evil fans recently noticed a developer interview in the latest issue of the Japanese magazine CGWORLD. In it, Capcom developers discussed their work on Resident Evil Requiem and shared several details.
One example is a “pulse gauge” that changes in real time when the character runs or performs other actions. The game also has a “fear level” that reflects tension and fright from encounters with enemies and other situations. The character’s movements and breathing change depending on these metrics.
The same internal metrics also control sweat, moisture, and dirt. Clothing has three levels of “dirtiness,” one each for the beginning, middle, and end of the game.
A soaked character gradually dries after leaving a wet area. The “moisture” effect carries over into cutscenes, so the character keeps drying during those scenes.
The developers also paid close attention to blood. Traces of combat and blood stay exactly where they were “left during the fight.” The visual effects team worked with the character artists to design missing eyes, jaws, and other body parts to add variety to gameplay.
Source: iXBT.games
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