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Edge UK
|December 2024
How developers are reinventing their worlds through the eye of a camera.

The camera is just sitting there. Placed on a pile of rocks, its black plastic and dark glass are a perfect contrast to the white pebbles scattered all around, the pearly shore and the distant mountain dithering to grey. It would make a good picture, actually - and that's the first sign that you're going to enjoy this.
If you noticed that contrast, you're already thinking like a photographer. Now, pick up the camera. Advance along the shoreline. Wait for a shot to call out to you. The moment will be different for every player.

Before it was even a game, Lushfoil was a collection of places, modelled in Unreal Engine. "That was the base," Newell says, speaking from his home in Japan. "I had a handful of environments, and it wasn't necessarily a game at first." Once it was, though, the central mechanic was obvious.

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