Wasteland 2’s Fargo on Unity: ‘I can’t imagine us using any other engine’

By Dave Cook
12 October 2012 15:23 GMT

Wasteland 2’s Brian Fargo has discussed the game’s development progress with VG247, stating that as far as the studio was concerned, Unity was the only choice.

As part of an incoming Wasteland 2 interview, Fargo explained why he is backing the Unity platform, “We are loving Unity. For this style of game, I can’t imagine us using any other engine. There are so many positives that are allowing us to focus on gameplay and not technology. We’ve been very outspoken in our love of the Unity Asset Store.”

“We’ve currently purchased over 100 assets that range from engineering scripts to environment models. I can safely say that had we picked a different game engine, there is no way we’d be at the point in development that we are now.”

Regarding Wasteland 2 development, Fargo confirmed that the project is blazing forward, “As for the process, once we’ve set our core tenants and main systems in stone, we immediately kick off the level designs. Right now, we have over 10 writers and designers finishing up all of the maps.”

“During this period, engineering will be working on pipeline tests and creating tools that we need to have each discipline work effectively. Our team is pretty experienced and we all have ways that we enjoy working in our specific disciplines.”

“After that, it’s about getting a single level up and running so that we can start scripting it to get a feel the scale of the world and get some initial cameras set up. We believe strongly that nothing can make up for iteration on a game, no matter how good the initial design.”

“Once we have a system implemented, we will evaluate it and shift priorities as needed to make sure it’s supporting the overall game mechanics we want to put forward.”

There will also be a Wasteland 2 beta, and as far as Fargo is concerned the project is still on track to hit its October 2013 release window.

“Design will be complete at the end of October,” Fargo confirmed, “then we focus on full production and iteration. We’ll also have an early closed beta and will get feedback before the actual launch of the game.”

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