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Parkour shooting video game

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Considering how often players were planning to be in various traversal states, that could create problems. Hesselgren says that although it looked amazing in first person, playing the animation would mean that players lost control of their weapon momentarily. More particularly, he describes it as wanting “to enable designers to have their characters do what they’d like, without ejecting the player’s control in the process.”Įarly on, the animators had video footage showing some “very nice animations” of characters vaulting over barriers. Hesselgren’s career before and after Brink has largely focused on movement. “Very particular ideas, so I wanted to be on top of it.” “I had a lot of ideas about how movement should be done in a first-person game,” Hesselgren says. Hesselgren, who at the time had been spending a lot of time doing parkour, had previously worked on the movement for the mod Matrix Quake 2 that involved lots of running up walls and diving around corners, so he put himself forward to work on the game’s traversal.

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We speak to Aubrey Hesselgren, a technical game designer on Brink, a role he describes as the translator between a designer and a programmer.

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