We had pretty good sounds in the first Red Orchestra game. "We heard the same thing about our sounds. " we heard 'how come these guys' reload animations are better than yours?'" says Tripwire's president, John Gibson, thinking back to the competitive World War 2 market in 2006. In 2006, as a mod-team-turned-development studio working on World War 2 shooter Red Orchestra, they managed to create reload animations smoother and more detailed than the large teams developing Battlefield and Call of Duty. Tripwire Entertainment knows a thing or two about guns-both the real deal, and the ones they create in video games like the upcoming Killing Floor 2.
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