Call of Duty: Ghosts Uses “Cinema Quality,” “Above Next-Gen” Assets to Give Each Platform the Best

on August 6, 2013 1:19 PM

Infinity Ward’s Executive Producer Mark Rubin is very confident on the graphical quality of the upcoming Call of Duty: Ghosts, especially due to a “a semi-dramatic change” to the internal art production pipeline, as he explained as part of an interview on GamesIndustry International:

What we’ve done with this generation change, especially for the art pipeline, that being the biggest difference, is we’re making our big art assets at cinema quality, not even PC quality, but above next-gen. It’s at this really amazing looking cinema quality asset. What we’re doing, we use that and we create assets for each platform that are the best for the platform. So now every platform, instead of having a sort of average art asset, they’re getting the best asset for that platform.

That’s actually a very clever course of action, that is actually exploited by way too few developers. Many often tend to use assets that aren’t up to par with what one or more of the platforms can handle. As an example, you can think about The Elder Scrolls V: Skyrim, that launched on PC with the same awful low resolution textures used for the PS3 and Xbox 360 versions, forcing modders to create better textures by themselves until Bethesda finally got around releasing an official HD texture pack. Looks like Infinity Ward isn’t going to make the same mistake. Thank goodness.

 /  Executive News Editor
Hailing from sunny (not as much as people think) Italy and long standing gamer since the age of Mattel Intellivision and Sinclair ZX Spectrum. Definitely a multi-platform gamer, he still holds the old dear PC nearest to his heart, while not disregarding any console on the market. RPGs (of any nationality) and MMORPGs are his daily bread, but he enjoys almost every other genre, prominently racing simulators, action and sandbox games. He is also one of the few surviving fans of the flight simulator genre on Earth.