GDC 2016: Sunset Overdrive Talk
March 4TH, 2016
Kristen Quinn and I speak about the completely customizable movement system that was created for Sunset Overdrive. We show how we designed a completely modular limb-based system that was extremely scalable. We dive into the detailed footstep system that not only supported 9 behaviors across many material types bus also supported six different shoe types.
We also go over the importance of audio when trying to support feedback around player progression. Mostly this session will show how we took a hero system that totaled over 9,000K assets and built it with the same number of people, kept audio performance in line, and how that looks up against last generation games.