Ubisoft's Tom Clancy's The Division is supposedly arriving on the XBOX One, PS4 and PC some time this year. However, it's been quite a long time since we've heard them make any announcements or give us news about the development's progress. The only sight that we've had of The Division in recent months has been through this leak! Here's hoping that this intriguing online RPG isn't pushed to 2016!
But in terms of news, a German fansite for [Tom Clancy's The Division](tag:2684169) recently uploaded an article detailing the making-of this game and its development utilising the Snowdrop Engine! The interview takes place in Sweden with the game's Studio manager, David Polfeldt and Art Director, Rodrigo Cortes. You can check out the original article here, but I'll be sure to translate all of the cool information for you down below!
Tom Clancy's The Division: The Making-of
The Swedish Studio at Ubisoft Massive Entertainment has allegedly been hard at work on The Division since September 2012. The project has undergone a series of alterations along the way and a few delays too. Over the years, the team has come up against a great deal of challenges, and one of the largest was coming to grips with the possibilities of the Snowdrop Engine.
From the outset, the team had great support from the heads of the studio. They were initially tasked with designing a concept for the game within the space of 5 days, allegedly due to the fact that the executive was so excited to see what the project would be like. The final result was the image that you see below and it's well...interesting.
This represents the starting point of Tom Clancy's The Division. The team outlined a player scenario for the set piece above, with a sniper in a window at the back and another player manoeuvring on the ground. It was an unusual way to show off a product, and seeing as the studio was rather small at the time, they never imagined that it would grow into something that would run on such a powerful engine.
Sweden has extremely strict gun laws, as every country should. Therefore, it was difficult for the team to obtain actual weapons to scan and record for the game, until of course they were granted to go to America thanks to Ubisoft. They took a trip to North Carolina, and for days examined, scanned and used the weapons they planned to implant into The Division.
The team became familiar with everything from Beretta's and MP5s, to assault rifles like the M4 or the futuristic M2000. They used and fired them against cars and other surfaces, recording how bullets interact with different objects and the changing sounds that are created after each ricochet happens.
The team observed how weapons impact on environments. Cortes recalls how surprised he was by how bullets interact with the safety glass implanted in cars. Bullets would in fact leave small holes in windows and only shatter after a large degree of fire. All that they learned from these experiments has been used to grant a further degree of realism to Tom Clancy's The Division.
Realism is Key
The team at Massive Studios have devoted themselves to making The Division one of the most realistic games ever created for any system. Therefore, they have studied the environments and weather effects that they want The Division to be saturated with. Naturally, what we've seen a lot of in this game, is snow!
Cortes beautifully describes the way in which snow falls in Tom Clancy's The Division. Snowflakes are not flat textures he ensures, and as the player progresses through the game, depending on the volume of snow falling, it will begin to accumulate on your shoulders, should you avoid rolling a lot.
He says that should someone stand out in the snow for a long period of time, you'll start to resemble a snowman. However, once you go inside and are greeted by heat, it will begin to melt and eventually soak your clothes, which eventually start to dry once more. That's pretty amazing if this actually works on the Xbox One, PS4 and PC.
Our brain is very good at debunking every little irregularity in the course of its environment. The reason why it rarely snows in games is probably because its very time consuming on one hand and on the other hand difficult to implement. The snow has cost us quite a few nerves. Snow consists of ice crystals , which are actually transparent. The light is reflected , odd the interface of the crystals and the surrounding air is diffused. Due to the reflection of the diffusion snow seems white. In big cities like New York you will find only a few places that are perfect fairytale Christmas landscapes. It's a dirty city and this is reflected in our game of course .
The Snowdrop Engine
The team has spent an extraordinary degree of team on the engine itself, and it really seems to have paid off for them. He uses the example of a burning house. The engine actually automatically accounts for the degree of smoke and soot that would accumulate depending on the size of the fire and the surface that's burning.
This also transfers over to the environments and how different bullets and different calibers effect objects. Shotguns will blast wood and even concrete apart, whereas other weapons may only cause dust or splintering. If this game is everything that this guy makes it out to be, it will be extremely beautiful!
So what do you think of this German article here guys? Pretty cool stuff indeed! Be sure to let us know in the comments what you're most excited for in Ubisoft's Tom Clancy's The Division!