The team I'm working with consists of one of each of the following:
- Game
Designer
- Concept
Artist
- Character
Artist
- Environment
Artist
I have assumed the role of Environment
Artist for this project.
We have named our team, Ethereal Games.
We were given a brief by our tutor. We have to make
a point and click game based around the words World
War 1 and Library. We decided that we were going to make a puzzle/
murder mystery game based within a Library. The game will be based
in Germany. I have to create an environment using only 100,000
tris. This is equivalent to an environment found in a GameCube
game.
I'm not allowed to use normal or bump
maps in any textures. Meaning the entire level must consist of low
poly objects.
Since I am The Environment Artist I began looking
into Architecture that was typical of this time period. I mainly focused on
Libraries and old buildings in general, Victorian architecture was common of
this time period so I narrowed my initial research to revolve around Victorian
era buildings.
Research Into Old Libraries. |
Whilst discussing
the premise of the game it was suggested by a member of the team that We
stylize our game. We decided to use Gothic/ Goth as the style of our game. This
works well considering Gothic actually originates from Germany so it fits in
perfectly with our game. It will help to add an old rustic feel to the
interior. It will also be easier to create a spooky environment.
I then started to
research old Gothic buildings/ architecture. Luckily I don't have to model the
exterior, only the interior. So I don't have to worry about burning through the
entire tri count on the outside.
Research Into Gothic Architecture. |
German Gothic is
actually very similar in a way to Victorian architecture, which is great for Me
as it makes designing the Library much easier.
I'm going to aim
to try and keep the level design simple but intriguing, i'm hoping to add in
pillars to most of the rooms along with intricate woodwork. Unfortunately i'm
limited with the tri count and i'm not able to add in detail through normal
maps. So any intricate detail will be added in through diffuse textures.
Research Into Old Victorian Furniture. |
In terms of the level
design itself I have looked through old architectural designs; however,
unfortunately due to both WW1 and WW2 there are very few examples of floor
plans/ layouts left. Most old German buildings were destroyed within this
period of time, along with floor plans, some of which were burnt by Hitler
during his infamous book burning of 1933. This has made searching for old
German floor plans a nightmare, all I could find were old church floor plans.
So I have decided to use the reference I have already gathered to create my own
design.
I gray boxed the
level/ floor plan in Maya. The process of actually creating the level helped
open My eyes to the limitations of level design. For example the doors have to
be wider than doors in real life, this is so the player can get through them
easily without getting stuck on the door frame. The corridors have to be wide
enough to fit the player, assets and the camera's field of view; but at the
same time be small enough to create a confined space to convey the feeling of
claustrophobia.
Gray Box Level, Ground Floor. |
Since we are making a
puzzle game I wanted to add in secret rooms for the player to discover. I
labelled the secret rooms on the floor plan above.
Gray Box Level, Upper Floor. |
You can see here in the upper floor plan
how I have added a balcony area overlooking the main entrance. In the late 19th
century/ early 20th century it was common for buildings to have a grand
entrance to convey a sense of wealth to guests. This is something I want to
convey in My own building/ level design. I have added place holder pillars into
the gray box design to show roughly where I plan to add them.
I have also added in an astronomy tower/
office. I thought this would be a nice touch and could serve as a unique area
for the player. The round shape of the office also contrasts nicely between the
square rooms of the library making it a memorable room for the player to
explore.
Gray Box Level, Ground and Upper Combined. |
I have given a copy of this gray box to
the game designer to begin prototyping code for use in the game. However this
may not be the final level We use in the game. The floor plan is subject to
change throughout the design process.
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