Not really strange at all, they are putting Shu in charge of indie stuff because they are adding an additional focus on that again, if you remember during the PS4 launch when he was interviewed he talked a lot about indie games. He seems really happy about it and I've seen a lot of indie devs on twitter happy about it as well. Plus the guy has been doing the WWS stuff for a long time, I'm sure it's a refreshing change for him.Damn, they made Shu the new 'indie' guy now? That's weird considering how successful he was with damn near everything this generation.
Meanwhile, Ex-Guerilla is kind of a weird choice to lead WWS.
Yeah Jim Ryan talked about this in an interview and was saying how things are running smoother with their new focus vs trying to get consensus between several different areas.If these shuffles results in them putting out another good system with great games next gen, continue executive musical chairs.
PS4 Pro?Looks like I will be joining the PS4 community this holiday season.
I can not wait to get stuck into GT: Sport.
Gunna be picking up God of War, Horizon & Spider-man aswell.
Or if MS bought NintendoOr how different the landscape would have been if MS had bought Sega before the launch of the original xbox.
“The Kratos model for the new God of War was created from scratch with the intent of pushing the technology of what we have done before at Santa Monica Studio,” says Rafael Grassetti, art director at Santa Monica Studios. “The geometry was made with a higher density from most of the games because we were going to explore things like muscle deformation systems underneath the skin and we needed enough geometry to drive that information.
“Kratos from God of War 2 (PS2) had 5,700 polygons for his entire body, 1,200 of those for the face and used five textures. Kratos from God of War 3 (PS3) had 64,000 polygons for his entire body, 5,700 for the face, which was already a big improvement. But compared to what we can do with the PS4 system, it is still not enough for what we wanted to accomplish. The Kratos for God of War (PS4) has 80,000 polygons in total, with 32,000 for the face – 30x what we had for the PS2 models.
“That allowed us to create systems that could deform that geometry and achieve a level of detail for the muscles that we couldn’t do before. On top of that, we used a combination of layers of normal maps for smaller wrinkles and pores that we weren’t able to use in past generations because of the limitation of textures. Kratos (PS4) uses over 140 textures.”