Ready at Dawn picks ProFX

Ready at Dawn picks ProFX

By Ed Fear

August 11th 2008 at 6:01PM

GoW: Chains of Olympus and Daxter developer to use texturing middleware for next-gen debut

Californian developer Ready at Dawn has licensed Allegorithmic's ProFX procedural texturing middleware.

The studio, which found its fame with PSP iterations in Sony's God of War and Jak and Daxter franchises, will be using the tech on its forthcoming home console debut.

“Procedural texturing offers many potential technological and artistic benefits, yet the process of translating a precise texture from an artist’s mind into a procedure is difficult to formulate,” said Andrea Pessino, cofounder and vice-president of technology at Ready At Dawn Studios.

“The greatest strength of the Allegorithmic technology is that it has made fully procedural texturing a viable alternative to hand-painting, by means of a visual language appealing to artists as well as engineers. We have been researching and integrating Allegorithmic products into our engine for a few months now, and we anticipate that ProFX and its future developments will remain an important and valuable addition to our core production pipeline and technology.”

Dr. Sebastien Deguy, Allegorithmic’s president and founder, added: “My personal latest video-game blast was God of War on the PSP; hence my excitement to see Ready At Dawn and their top notch team license ProFX for their very first project to be released on new-generation platforms.

"Working on the highly constrained PSP pushed them to think outside the box when it comes to art pipelines and asset optimizations. They have been incredibly receptive to ProFX and what it brings in terms of productivity, scalability and fast distribution. I can’t wait to see what they come up with!”