![starcraft remastered changes starcraft remastered changes](https://cdn.mos.cms.futurecdn.net/XN3zPfX4rJ6fyFvJ67Bq9G.jpg)
![starcraft remastered changes starcraft remastered changes](https://cdn.mos.cms.futurecdn.net/KgHgxutmUMZXAMu7A9X45U.jpg)
This is what that tiny unit was supposed to represent in the original game Samwise Didier/Blizzard You can see the original sketch of the character below. “That’s when we learned it had like, hands on its top arms and things like that,” Stilwell said. They went back to the artist who drew the concept art for the original Zergling: Samwise Didier. So how was the unit supposed to look? What was each of these pixels supposed to show? They had to keep the unit the same size with the same silhouette, but the unit would now be made up of more pixels, which meant more detail. “Working with the original game art you don’t see much, it’s so small and muddy. “In the beginning, we were just starting out. The trick was to go back to the original concepts for the characters, not just the original art that ultimately made it into the game. “I watched the Zergling get iterated on, and mostly because it’s so small in the original, right?” he said. Stilwell agreed that the Zergling might have been the hardest challenge. “When they put in the ability to switch from HD to SD we had to go back and change a lot of them because we realized weren’t as close as we thought they were, artistically.” “We had problems with the Zerg across the board, because the units are kind of small with a lot of spikes and things going on,” Sousa said. They were tiny in the original game, little more than a brown smudge on the screen. Zerglings are the basic attack unit of the Zerg faction. “Trying to figure out what StarCraft was supposed to look like in high resolution was the difficult part,” Sousa said.Īnd that proved tricky with some units. That’s not as easy as it sounds the extra resolution left them with blanks that had to be filled in with. The size and the shape of each model couldn’t change, so the team just had to figure out what the extra pixels in each character model were going to show. their brain is wired to read those and understand what’s happening in the game as the result.” “So silhouettes, the way animations worked. “The pros and the top players we talked to said that if we really changed things they would have to relearn the game,” Pete Stilwell, the lead producer on StarCraft: Remastered said. This became an even greater challenge when they realized the shape of each unit, and how they moved, had to stay as close as possible to the original.