
Crackdown 3
GameBy Sumo Digital · Released Feb 15, 2019
Stop crime as a super-powered Agent of justice in Crackdown 3's hyper-powered sandbox of mayhem and destruction. Explore the heights of a futuristic city, race through the streets in a transforming vehicle, and use your powerful abilities to stop a ruthless criminal empire.
Connections
Each row is a game or company named alongside Crackdown 3, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
About the game
- Released
- Feb 15, 2019
- Developer
- Sumo Digital
- Publisher
- Xbox Game Studios
- Genres
- Shooter
- Platforms
- PC (Microsoft Windows), Xbox One
- Links
- Wikipedia
Game data from IGDB.com
Documents about Crackdown 3
The survival of Sackboy and Crackdown developer Sumo Digital
Sumo Digital has fundamentally restructured its business model to prioritize co-development and the support of evergreen titles, effectively pivoting away from the high-risk strategy of self-publishing and large-scale original intellectual property development.
- Sumo Digital has shifted its business model away from high-risk self-publishing and large-scale AAA projects to focus on mid-budget, double-A titles with a target cost of approximately $15 million.
- The studio is mitigating financial risk by utilizing co-funding models and prioritizing the support of evergreen titles alongside its own original intellectual property.
- Operational stability is maintained through an agile, scalable development structure that leverages the Pune studio to remain competitive against lower-cost global markets.
The Gangs Bite Back: Music and Sound of 'Crackdown 3'
The audio design for Crackdown 3 centers on a cinematic cyber trap aesthetic, blending modern hip-hop, electronic bass, and orchestral scoring to mirror the game’s high-energy, futuristic open world.
- The audio engine utilizes a custom, listener-relative raycasting system in Wwise to generate real-time acoustic simulations for over 700 destructible props without manual markup.
- To manage cloud-based physics, the team built a bridge between server-side destruction data and client-side audio that categorizes impacts based on material, mass, and impulse.
- The team maintained audio clarity in a chaotic environment by using Wwise HDR and frequency-domain processing to carve out competing frequencies, rather than relying on traditional volume ducking.
Companies behind it
As the documents state it.
