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Shin'en details how they managed to make Nano Assault Neo for Wii U launch

by rawmeatcowboy
04 October 2012
GN Version 4.0
Coming from digital artist Martin Sauter...

Due to the close relationship with Nintendo, Shin'en was able to get an early devkit for the WiiU. The plan was to make a game for the console launch. The biggest challenge for this project was the limited development time, as the team needed to port the engine, explore the new capabilities of the hardware, plus add features to make the game an overall better experience. It was smart to use the existing Nano Assault IP, as the game itself was well received by the press, so we could build on mechanics and assets that worked. Additionally we took the opportunity to enhance the game in every aspect, based on input from critics and fans. Visually it was a challenge to use the new CPU and GPU power to push the look to an even crisper and vibrant microscopic world.

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