DSOGaming: What were the technical challenges of creating Mad Max?
Alvar Jansson: The game has a lot of surface area and a dynamic day cycle, so we use algorithms to create parts of our world as the player gets close to it. This requires us to have minimal pre-baked assets, so it can be a challenge to give artists and designers the right level of control. With Mad Max, weve tried to create a balance between tuning procedural systems, and manual authoring. Each new control parameter increases the complexity of the procedural placement code, while every parameter we remove will generate more traditional artist work. I think in the end we struck a good compromise, where most of the colors are hand-set, while we kept the procedural rock/debris placement system.