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Game producer Katsuhiro Harada has stated that a single alpaca, which appears in the background of the Ortiz Farm stage, is made up of more polygons than any fighter character's model from Tekken 1 through to Tekken Tag Tournament.
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In an interview with the game's producer Katsuhiro Harada published in IGN on September 15th, 2022, Harada was asked about his experience developing a game in Unreal Engine 5 for the first time and some of the more subtle aspects of working with the engine. He responded:
"It's a very difficult question. From a developer's perspective, not just for us, but developers in general in the industry, it's different from the end users' impression, where kind of like an iPhone 4 was being used up until a certain date and then, "Okay, now the iPhone 5 is out, it's awesome, it's brand new, everything works so much better." That's kind of the impression that your average user has when this new Unreal Engine 5 comes out. But in reality, it's not that case at all. It's like it's a continuing process. Obviously, we didn't just start developing a game on UE5. UE5 was announced quite some time ago, but we haven't seen games for it yet.
So we started on UE4 and gradually started porting certain elements of the game over into UE5 and also confirming the results. Like, "Okay, oh wow, the graphic level on this particular area improved greatly." And then other areas as well – the things that are important for a fighting game: the response time…those kind of things are stuff that we've been porting out into the game and then figuring out what to expect in that area as well. And we’ve been working closely with Epic to figure out how to optimize some of those processes for input. So we're just starting and it's going to continue from now on."
So we started on UE4 and gradually started porting certain elements of the game over into UE5 and also confirming the results. Like, "Okay, oh wow, the graphic level on this particular area improved greatly." And then other areas as well – the things that are important for a fighting game: the response time…those kind of things are stuff that we've been porting out into the game and then figuring out what to expect in that area as well. And we’ve been working closely with Epic to figure out how to optimize some of those processes for input. So we're just starting and it's going to continue from now on."
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