It’s interesting to hear Ubisoft wax lyrical about the benefits of static biomes within the context of a massive open world.
To start the process of defining those biomes, Ubisoft imported a scaled-down version of England into its AnvilNext game engine to create a 16km by 16km world template.
“Combining those two maps gave us our real biomes: summer lush, summer dry, autumn lush, autumn dry and so on.
We did that for a variety of purposes, one of them being to create that sense of a journey,” explains Eskandar.
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