Were there any particular horror movies, books, or games – beyond the obvious – that influenced the game’s design?Faivre:

We were 100 percent all-in when it came to including Evil Dead references from the movies and show. While pulling inspiration from other horror and multiplayer games, we also wanted to include a special finishing move system for each character that players might feel is similar to how other games also approach those moves.

Were there any particular challenges the team faced in creating the game that Unreal Engine helped the team overcome? If so, can you walk us through one example?

Faivre: One of the challenges we faced came when dealing with the AnimGraph flexibility for the development of the locomotion blending with melee and range combat, and C++ conversions. We found that using Unreal Engine 4 LOD’s generator, landscape tools, and instance assets manager were key to get all the maps well optimized.

What about specific elements of the game’s design you are particularly proud of? Is there anything you can walk us through that you think other developers may find interesting?

Faivre: We are particularly proud of the deep progression system for each of the Evil Dead characters. We created behavior differences depending on character class, gender, Deadites, and bosses. With so much concurrence out there, we also knew that only having a fun game loop isn’t enough, so we prioritized both gameplay and visual variety.

What are you looking forward to with the coming of Unreal Engine 5?

Faivre: It’s exciting. We hope to see overall performance improvements, tessellation alternatives, and a 60 FPS goal using Lumen for next-gen consoles.

Source: Unreal Engine Blog

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