![]() ![]() Enter Unreal Engine 4, and with it the freedom to take Breaking Point where it needs to go. However, over the course of the next year it became clear that our ideas had outgrown the capabilities of the platform and without access to the Engine's source code, there was nothing we could do to solve this. What was initially intended to be a straight port took on a life of its own and many of the game's core concepts and designs began to take shape. Breaking Point's roots stretch back to 2012 where it began as a mod on the Arma platform and saw a second iteration with the release of Arma 3.
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