We didn't have the original art assets and cinematics so when we went into remastering the game we basically had to rip out all the art assets from the game itself, rebuild the entire tool chain and from that, work on the art by looking at all the individual units,” he explained. This proved to be a big hurdle during StarCraft Remastered’s development.
While Blizzard had the code for the original StarCraft, it didn’t possess the original art assets and cinematics.
#STARCRAFT REMASTERED ART UPDATE#
Some of the technology bits that have aged over time, those are the things we can adapt so adaptation to the modern Battle Net stack, updating graphics - things that we felt weren't breaking the "core" of what StarCraft was, that's what we felt we could really update and adapt to modern standards.” "So what we walked away from was that some of the core game design elements that have been around for 20 years, the rules of StarCraft if you will, those are the untouchables. “When we started to talk to them about things like pathing or unit selection, those were some of the untouchables," he said. While quality of life additions such as widescreen support were given the greenlight from the community, certain core gameplay elements were off limits. StarCraft 2 Is Going Free-to-Play: This Is What It Means for You Every monitor under the sun is now in 16:9 or 16:10 so if you were to add some functionality, that would not be a bad thing," he continued. “But after more conversation the community had around the idea, the more they opened up to it.