So a friend and I have been discussing something when it comes to 3D Sonic. How do you make a satisfying amount of content in the Unleashed style while also maintaining a reasonable budget and schedule? It seems like it's been causing Sonic Team a lot of trouble to develop detailed worlds that feel gigantic with gorgeous lighting, but take only a minute or two to traverse. Performance seems like it could be an issue too.
You’re right, that can be a major hurdle, but I also feel like it’s a hurdle for a lot of game developers right now, and some of them are solving it with tools specifically designed to let you generate large amounts of detailed content very quickly.
Sonic Unleashed was eight years ago, and now we have automated tools that can use complex algorithms that borderline on being artificial intelligence to generate lots of detail quickly from a pool of existing assets.
FAST Racing Neo on the Wii U uses all kinds of tricks to generate its track details, from photogrammetry to procedural generation.
Lighting is less of an issue now, too. Sonic Unleashed’s pre-rendered Global Illumination was cutting edge eight years ago, but now games use Physically-Based Rendering (PBR) to achieve similar results in real-time. Crunching numbers for 24 hours in a render farm in order to bake lighting data for an entire Sonic Unleashed level has now been reduced to almost zero because it all renders on the fly. This could even reduce overhead in the case of a Sonic game, because now you don’t have to stream in huge lightmap textures on top of everything else – you just read a shader file and simulate the lighting naturally as it comes in to view.
That’s not to say it isn’t still a problem, but I think it’s becoming less of a problem as developers are forced to rely more on procedural generation to populate their maps with detail that would otherwise take days, weeks, or even months to do by hand.
I also have a feeling that Sonic Lost World was designed with the idea of cutting down on the amount of time it takes to detail a map, and honestly, I wouldn’t mind it if they kept that aesthetic going forward – not the Super Mario Galaxy tube and planetoid maps, but I mean the sharp, simple, colorful art direction.
If that was the price for having the Unleashed-style of gameplay, I’d be okay with that sacrifice, as long as it played good and worked well within its limitations.