“Early on, we designed some glassware, but then we were having trouble seeing what the glass looked like because everything is so transparent,” Pascual says. “We needed [to] up the poly count on it to even be able to see the type of material, or the type of rendering or shading we had.”
“Yeah,” Krankel says, “it’s one of those things where we started and you spend all this time having, like, a fluid simulation in a goblet that’s flying around, and you’re like, ‘This looks so badass’ totally out of context. And then you look at it in the game, you’re like, ‘A, I don’t see any of this, B, our performance is taking a giant hit. What’s a better, more effective way to do it?’”