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Hitting Slopes: The Level Design of SSX

by Ben Reeves on Apr 19, 2011 at 06:40 AM

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How did EA’s SSX team go about designing natural looking half-pipes on the top of Everest? Find out in this developer diary.

EA’s SSX developer diary continues. In this third entry, art director Dave Taylor explains the process of creating an exaggerated SSX world on top of real topographical data.