Page 38 - 3D World - October 2017
P. 38

FEATURE
          Creating game worlds





























          01
          Peeps with purpose.
          Creating game
          worlds that are
          both fun but serve
          the needs of the
          game means a lot of
          thought and planning
          are needed.
















                          02

                if THe sCAle isn’T qUiTe                  various techniques we used to    02  FinD thE DEsign
                                                             The following steps outline
                                                                                               Levels are designed in block-
                working, THe TeAm CAn                     create this breathtaking and    out form by the level designer. The
                                                          enchanting world.
                                                                                          key here is the ability to test and
                 qUiCkly iTerATe, TweAk                    01  PEEPs with PurPosE         iterate designs effectively. Using
                                                                                          Maya, a single polygonal mesh is
               lAyoUTs, move CAmerAs                      and style setting the general tone   created and imported into Unreal
                                                               With the initial concept art
                                                                                          Engine 4. The aim was to get into
                                                          of these idyllic lands, provided by   VR quickly to get the godly feel
                       Andrew Entwistle, freelance 3D artist  Alan McDermott, creative director   just right. If the scale isn’t quite
                                                          of the project, I set out to research   working, the team can quickly
                                                          the nuts and bolts of this world,   iterate, tweak layouts, move
                           toolset out of the box for     from flora to technical necessities.  cameras and get back in VR fast.
                          videogame development.             With the gameplay mechanics
                            For this project I had the role   of Wild and Tame, the landscape   03  rEFinE thE DEsign
                          of defining and realising the world   for Tethered had to have multiple   Once the proxy layouts are
                          that the colourful little Peeps   states, trying to push the contrast   approved and meet the game level’s
                          would inhabit with surrounding   where possible to provide the   core-design criteria, it’s time for
                          vistas, in a hand-painted style   visual feedback that was necessary   some rigorous play-testing.
                          using Unreal Engine 4, ZBrush and   for the players’ experience, which   All navigation paths are
                          Substance Painter.              is of course of utmost importance.  optimised with blocking volumes

                                        3D WorlD  October 2017  38   www.youtube.com/3dworld
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