The Star Trek Online official site has been updated with the third installment of their DevLog series. DevLog 3.0 focuses on the process of taking concept art and seeing the vision realized in the game.
Welcome back to the STO DevLog, a recurring glimpse into the planning, plotting and production of Star Trek Online, the game so big it takes half the galaxy to tell it.
For this installment we'd like to mix things up a bit. For the past couple of months we've closed out the DevLog with stunning pieces of concept art, showing off the elite skills of our concept team.
This time around, we'd like to start with one of these boffo images, and take everyone on a whirlwind tour of how they're broken into increasingly tiny pieces.
Let's start with the snazzy "Vulcan Village" concept by Ryan Dening that we shared in last months' DevLog:
That's darned pretty, but if we're going to build more than one Vulcan-style village in Star Trek Online (and we are), this beautiful drawing will have to be broken down into its component parts, so that our modelers and texture artists can create dozens of bits and pieces that can be easily be re-assembled into a nigh-infinite variety of combinations. This process is usually handed off to a member of the concept team, who has "ownership" of the concept breakdown.
Read more here.