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Pantheon: Rise of the Fallen
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Cleric
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== TECHNOLOGY == '''20.0 Why did you choose to use the Unity engine for Pantheon?'''<BR/> There were a lot of reasons we chose Unity, and they all had to do with the positives of the engine, not necessarily the negatives of others. Much of the decision came down to the fact that it is an engine that enabled us to get to work quickly without requiring an expensive and large team. Unity has also allowed us to rapidly develop the game itself and will also enable us to deploy to multiple platforms with minimal effort. Unity is truly a ‘game engine’ and not just a ‘graphics engine’. It also supports the use of higher level languages like C# and the easy inclusion of a variety of plug-ins. These features and more allow the Pantheon development team to focus on making a game first and not an engine. We are a lean, mean team, and we want to spend the majority of our time making the game itself, not tweaking and modifying the core of a graphics engine, or having to also build a broad suite of tools or add-ons. '''20.1 I’ve heard Unity is more suited for smaller, simple games. What major games have used or are using Unity?'''<BR/> While Unity originally may have been geared towards smaller and more simple games, since then, a lot has changed. Unity’s developers are committed to providing an engine every bit as capable as any other professional game engine. In fact, we have a special relationship with them and they are excited to see a major MMO being developed using their technology. Here are some of the AAA games that are using the Unity engine: :● Crowfall :● Deus Ex: The Fall :● Might & Magic X Legacy :● République :● Gloria Victis :● Wasteland 2 :● Dead Trigger 2 :● Kerbal Space Program :● Call of Duty®: Strike Team :● Endless Space :● Shroud of the Avatar A longer list may be found [http://unity3d.com/gallery/made-with-unity/game-list here]. '''20.2 What programs are used to make the game’s artwork?'''<BR/> Most modelling is done in the latest version of Maya. For sculpting, ZBrush is used in most cases and 3D-Coat in some cases. Texturing is done in Substance Painter with everything then brought together inside Unity. We’re also writing custom shaders as necessary. Other software includes World Machine and Mudbox for terrain and some other baking software like xNormal and Knald.<BR/>
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