Bungie Wants To Tell A Story With Every Single Pebble In Destiny’s Environment

By   /   May 10, 2014

Destiny is in the Pre-Alpha testing stage and Bungie is continuously seeking feedback from the players that have been given the responsibility of these tests.

One of the testers Craig Hardgrove, who holds a lot of interest in the different terrains responded to the studio via an email, saying:

I honestly think that staring at landscapes, terrains, and rocks is one of my favorite things to do in video games. I know that sounds weird, but I just find that it immerses you in the world that much more, and if the landscape/rocks can tell a story I think that’s even more special.

He continued on to give his findings on the geology of Destiny:

I was most impressed by the fact that there are massively-bedded, more resistant layers forming capping units that lie atop more thinly bedded, less resistant layers.

We’re clearly looking at repeating depositional cycles of layered mudstone with massive sandstones on top. The whole valley has, presumably, been carved out by a glacier.

After Craig had shared his experiences with the developers at Bungie, the lead environment artist for Old Russia, Rob Adams came forward and said that he wanted to create the rocks that will help for the cover most of all in the combat scenarios and didn’t want them to feel too noisy.

Most of the rocks in the palette I built are designed to keep the overall visual noise levels down in any given scene. If noise-levels are too high, players have a harder time resolving the location of combatants with a glance.

Bungie wants to create a world where every single stone will tell a story, and all the environments force you to be curious enough to explore.

Destiny is scheduled to hit the shelves on 9th of September for the Xbox One, Xbox 360, PlayStation 3 and PlayStation 4

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