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The Witness

The Witness Free PC Games DownloadAs a compact game world compared to open-world games, the whole of the island of The Witness was treated as one zone, simplifying the gameplay and engine development. This presented a secondary challenge to the team as to concurrently work on the project, they needed to find a means to allow multiple developers to edit areas without resorting to using locking on their content management system as well as being able to work without being connected to a central server. Blow and his team developed an unconventional means of serializing the game world into text files that would have revision control while at the same time making it easy for humans to discover conflicting edits.
They also converted the 10,000-some entities in the game world into their own individual files for tracking to further reduce conflict between edits. Other features of this system including using defined control points for terrain elements to automatically recalculate seamless connections between them within the game's rendering engine, and a built-in world editor within the game engine to easily access existing serialized elements and create new ones.

For The Witness, Jonathan Blow is working remotely with two additional full-time roles, one a 3D artist, and another as a technical programmer, since December 2009. As of late 2011, Blow stated that about ten or eleven developers were working on the game. The Witness incorporates other artists and programmer's contributions in smaller roles, such as David Hellman, who had previously worked with Blow on Braid's art design and is now working on conceptualizing the design of The Witness. Other contributors include Eric Urquhart, who has provided 3-D concept artwork for the game, and Ignacio Castaño, who has developed a rendering system for the game's illumination and visual effects. By diversifying work on the game, Blow has been able to focus more of his time on the core game design, allowing his team to implement his vision, in contrast to the development of Braid where he also had to program much of the game himself.

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