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Real Boxing Delivers Extra Punch On NVIDIA Tegra 4 Project SHIELD

 
John Gaudiosi
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John Gaudiosi is co-founder of GameHub Content Network and Editor-In-Chief of GamerHub.tv. He's covered the video game industry for 20 years for outlets like Reuters, The Hollywood Reporter, Forbes, CNN, Entertainment Weekly, Geek Magazine, NVISION and Tegrazone. 

 Published May 6, 2013 10:21 AM

Vivid Games developer talks about the power Tegra 4 packs with every punch in new fighting game.

What were your goals heading into this game?

To create a high-end AAA game on mobile devices and show that portable platforms have grown up and are ready for graphically advanced games of quality comparable to what we can see on gaming consoles.

Can you talk about the gaming experience and how it utilizes tablet and smartphone functionality?

In our game, we were able to achieve the most intuitive way of controlling the boxer on smartphones.

How does it take advantage of Project SHIELD?

Controls are the main difference between Real Boxing on smartphones and tablets and the version on SHIELD. Adding the gamepad allowed us to modify gameplay so we could take advantage of an additional set of controls.

What excites you about what you can accomplish in mobile gaming today?

What I find the most delightfull is the fact that we are able to make games of console quality.

How did Unreal Engine 3 help with what you were able to do with this game?

Unreal Engine 3 is a complex and scalable engine, which allows us to create games for both low-end and high-end devices like SHIELD. Only a few modifications were required to show our game in a completely new light, with a larger number of effects.

How do you see Project SHIELD opening up things creatively for mobile and PC games moving forward?

At the moment, thanks to Tegra 4, artists making games can develop them in new directions, use double screen rendering, create more complex effects and go past the boundaries to their creativity by past hardware limitations.

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