Call of Juarez: Bound in Blood - Interview with the developers
In January Ubisoft announced a new game of the Call of Juarez series. PC Games Hardware interviewed Techland's Pawel Kopinsky and Jakub Klarowicz about the technical aspects of the game.
The Western shooter Call of Juarez has been quite popular and with the DX10 Patch that has been released this popularity grew even further. The sequel Call of Juarez: Bound in Blood is currently developed by Techland for the PC, PS3 and Xbox 360. PC Games Hardware interviewed Pawel Kopinsky, CEO Techland, and Jakub Klarowicz, Main Engine Engineer of Bound in Blood, in order to get some technical information about the new game.
PCGH: With the Chrome-Engine you possess a powerful in-house piece of technology. What iteration of the engine will be the technological base of Call of Juarez: Bound in Blood? What are the technical features that can only be realized with the current iteration of the engine or in other words what technical features including visuals can only be found in the second but not in the first Call of Juarez part?
Techland: Call of Juarez: Bound in Blood is based on ChromeEngine 4 which is, as the name suggests, the fourth generation of our engine. A major change in this version is our decision to use deferred rendering pipeline. It allowed us to use more advanced lighting and post-processing effects and to improve performance compared to the engine used in Call of Juarez 1. This is also our first engine with true multiplatform support and a new thing here is of course the support for PS3.
PCGH: What are general technical highlights of your engine? What makes you technology most suited for First Person Shooters?
Techland: We focus more on open space environments. All our technology is created with this in mind which allows us to create big worlds with immersive scenery. Our engine allows us to create landscapes full of trees and vegetation as well as cities with narrow streets full of shooting action. You can see all of this in CoJ:BiB.
Techland: Our production pipeline is based on cross platform development; we try to have as few differences between platforms as possible. This includes most assets with the only exception being the shader code which obviously needs some tweaking specific to each platform.
PCGH: If you develop special PC build of Call of Juarez: Bound in Blood, what are your reasons to do so? What technical features can only be realized with the PC as platform? What are the main differences between the Console and the PC Version as far as general technical aspects as well as the visuals of the DX9 render path is concerned?
Techland: We don't have a special build for the PC platform. We try to have the same feature set on all platforms.
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