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
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