9/20/2023 0 Comments Games like before your eyes![]() ![]() Oliver Lewin: The diversity of hardware and the issues that arise from that with regards to mobile devices-it's not in terms of the camera quality, because camera quality has been quite good for a minute with phones. ![]() Just that amount of hardware we had to test for in QA (quality assurance) with the phone has been a much more predictable process and so it could be optimized a lot better, I think. Some people have a really old webcam that has really bad definition, new webcams have different weird security issues. When we were developing it for PC, there were just so many different webcams. You can predict most people are going to be playing it on an Android or an iPhone. But one of the things that's much easier is that there's a lot less hardware you're primarily making it for. We've been overseeing it, but they're real experts in mobile development and they've been really great. We partnered with a studio called BKOM on the mobile release. But I will say, it's also the consistency of cameras. Graham Parkes: You do still need some light on your face. Oliver Lewin: Everybody should be able to play things that way, I think. So you're allowing people to play in a dark room by themselves so no one can see them crying? So yeah, I think it's both the hardware and also environmental things that lead to the webcam experience or the blink detection experience on a phone being better. That's quite common and that leads to a less optimal experience. Whereas with PCs, there are so many environmental factors just because that webcam could be far away, and then maybe you like to be in a cave-type environment with no lights on in your room. You're getting a pretty good image of your face. There's also an environmental factor of where you're playing a mobile game. ![]() Oliver Lewin: Yeah, I think that's one part of it where there is more consistency of high-quality cameras, whereas with PCs, there's a huge variety of webcam hardware. Now you can play a video game within a video game on your phone.Īnd it's all the result of the improved cameras of mobile devices? So in terms of just like a technical experience and a smooth experience, I think that the phone version might be the best way to play. We were so concerned about things like, "Well, it'll lose tracking if you're moving your hand and stuff." But again, that stuff has been so optimized for the phone that there really aren't any issues with it. It's a really natural home for it just because that one-to-oneness of the blink is really felt in phones. I do think that from all the data that we've got back so far-and just from us with our own testing on our end as a team-that the blink detection on the phone is better by quite a bit than on the PC. We always just knew that it was such a natural fit. The face detection on just any iPhone is really sophisticated. We always felt like the use case was just so perfect because it's the one place where face detection really does have a use value with iPhone filters and things like that. Graham Parkes: We always really wanted to come to mobile. So that's why we saw it as a perfect home for the game from very early on in development. Of course, phones have very high-quality front-facing cameras in them now. That's something that we wanted to take advantage of about phones.Īnd then, in terms of the core mechanic of the blink detection and using that to pass time in the game, that's very much the same. That was a goal right from the outset and we're really happy that we were able to do that because a lot of mobile games don't do that, where you can just switch back and forth. So it could be like taking a selfie in that very comfortable way in your hand, or if you want more of that cinematic landscape-type picture, which is more similar to the PC version of the game, you can do that, too. Oliver Lewin: To the last part of your question, one thing that we knew from the outset is we really wanted to have it be playable horizontally and vertically. GameSpot: How does the game functionally work on a mobile device? Do you hold it sideways? Do you play like you're taking a selfie? We spoke with Lewin and creative director Graham Parkes about how this version of the game came to exist, whether it works better using the high-quality cameras on most mobile devices, and what they think of eye-tracking technology in virtual reality devices like the upcoming PlayStation VR 2. To try and remedy that shortcoming and make Before Your Eyes available to as many players as possible, developer GoodbyeWorld Games (with the help of Netflix, its publisher Skybound, and mobile developer, BKOM) have brought the game to the platform with the largest audience that also happens to have a camera: mobile phones. Now Playing: Before Your Eyes | Official Game Trailer | Netflix By clicking 'enter', you agree to GameSpot's ![]()
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