We’re Matt deWet, gameplay tech lead on VALORANT, and David Straily, project tech lead on VALORANT - and we're beyond excited to be here with you all to share some of the technical details behind how we’re addressing some common issues in the FPS genre - peeker’s advantage, poor hit registration, and simulation divergence.įrom the beginning of VALORANT’s development, we’ve had one guiding priority for all the decisions we make - what do players want, and how do we provide that in a way that feels satisfying?įirst person shooters are what we call a "red ocean" opportunity space. There are dozens of phenomenal games in the genre (many we grew up playing) - any shooter offering made by Riot needed to really differentiate from the others to live up to our expectations.
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