How did the team behind Total War: Warhammer II make everything work? How did they get the engine to handle such massive battles? A lot goes into a video game, and more and more effort is put in when it comes to massive games like Total War: Warhammer II. A game that has multiple playable races, battles of epic scope, and much more. Some of the team talked with Gamasutra and noted what it was like making the game: “So much extra effort went into the development of Warhammer II,” Al Bickham said, “with attendant changes in so many areas. The databases and codebases for both games had diverged to the point where merging content from one branch to the other caused us a great deal of errors.” “There’s quite a number of techniques we employ, often with bespoke approaches to cater for different situations," says Scott Pikethly. "Some solutions are based on animation-set choices for example; we may author – or choose to cull – specific animation-sets for units fighting atop, say, a castle wall, in order to avoid weird-looking situations or extreme movements which would otherwise be fine on open ground. We may then capitalize on certain situations by authoring matched fighting animations between specific entities.” For the full interview, click here.