Julia Brasil has had four weeks under her belt as a Design Intern at Sony Online Entertainment, working in their Seattle studio on The Agency. MMORPG.com catches up with her to see what she’s learned and what she’s done on the game.
“I’m still working on the same Night Club, Metamorphoza” said Julia. “I’ve learned a lot about using the Unreal Engine and find now that I am able to do everything I did in the first week much faster. It’s basically revising my initial work at this point in time.”
In a typical day, Julia begins with reviewing her work of the previous day and doing revisions in the morning. Sometimes, she gets to make new objects from scratch using Maya, but mostly, it’s using the Unreal Engine to place objects that are already made into the level she is working on.
“There’s already a large library of objects that I can use, such as tables and chairs, and boxes. Lots and lots of boxes.”
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MMORPG.com:
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What challenges have you come up against in doing design work? |
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Julia Brasil:
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Design work was something I had never come across before this internship and there were some obvious technical difficulties, such as learning the software or constructing some of the shapes required, but once I understood the technical part, most of the challenge has been related to design work itself, like scale and flow of the area I am designing. |
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MMORPG.com:
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What do you get in a design document? |
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Julia Brasil:
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Generally, each area in a game has its own design document, usually written very much like a gameplay walkthrough that explains what happens in the space, what challenges the player will face and how to best overcome it. When I started designing the Metamorphosa club space, the game design document was being written in tandem, so I had to rely heavily on the concept art. |
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MMORPG.com:
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How does the function of the space affect the level design? |
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Julia Brasil:
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That is one of the first questions asked when doing level design. It is important to keep in mind what the player will be doing in the space. Since The Agency is a game set in a modern world, it is also vital that the spaces seem appealing and believable, like something you'd see in a movie or comic book. In the case of Metamorphosa, it was designed as a social area in the game, which means it must be appealing to the players and able to fit a good number of people without making them feel like they are in an empty room. Were it a combat space, then the amount of enemies in each area and cover objects would have to be considered as well. While the specifics are still being planned out it is safe to say that, as a nightclub, Metamorphosa will likely be the stage of a few of the game's covert missions and hopefully, social events. I then asked Julia to describe level design for our readers and how this started for her. “Level Design is working with the bones of a level,” said Julia. “It’s like an architect designing a space. I work from the concept and within the parameters of the space requirements. This is an old theatre that’s been made into a trendy nightclub, so I made the stage and I have to decide if it’s going to be so high that I have to put a few stairs in and players have to vault onto it or just a couple of feet high and players can simply jump on.” “It started with a meeting where all the material for the space was presented and discussed by both design and art teams. Some changes were made to the previous layout and once those were approved by both parties I could start working on a very basic 3d version of the space – known, here at least, as a 'whitebox'. I rely heavily on the concept art I was given and also the floorplans to make the space resemble the original idea as closely as possible. As I continued to work on it however, some of the scales had to be altered to improve the space's flow. “ |
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MMORPG.com:
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What happens next in the design of this space? |
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Julia Brasil:
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After finishing the ‘whitebox’ I will take screenshots of it and then paint over with Photoshop. It thus becomes the second stage in concept art and goes to the game designers for approval. When it is approved, it will go to the Environment Artists who will create the in game textures. Wrapping up, I asked Julia what new things she had learned in the past two weeks. “I’m learning the ins and outs of the Unreal Engine. Navigating and importing, for example, and getting better and faster at it. I’m also learning a lot of small things. Of tips and tricks of the trade in 3-D modeling and I’m working much faster now.” “And what of the design process itself?” I wanted to know. “I never knew there was a 2nd stage of concept art! Since this is done after the space is built, it is much more detailed. It helps to make sure the space works and also helps the Environment team.” So that was Julia’s 3rd and 4th week at SoE. She’s reached a stage that we’ve been provided the blueprint she’s created. With thanks to The Agency for this sneak peek, we’ll report on Julia’s progress again in a couple of weeks |
wrong link. this is the correct one: http://www.mmorpg.com/gamelist.cfm/game/292/feature/2406
What in the heck is that picture with the half nude and almost nude women with the green background.
Frickinn Strange and far from anything else I have seen from the NEW HOPE MMO from SOE?
Look I know this is a huge assumption, but I'm about 75% sure at this point that this MMO is going to fail. Feels like a Tabula Rasa grade development to me. It's just a hunch, nothing more.
I bet SoE repackages the PS3 in a bundle with this game included. It would be a sneaky way to introduce RMT's and MMO's to the console market.
I think most here are off on there assumptions,SOE puts out quality and content,there game will be fine if it fits your palette.It is not really my cup of tea,anything along the space sim/sci fi /futuristic area just does not catch me for some reason.I was a star trek fan and enjoyed a lot of space type stuff,heck even star wars i enjoyed.
I probably will watch this game for awhile maybe even try it out as i do enjoy SOE's effort they put into games.
That original concept art looks detailed.I see either a revision or they will be spending a lot of time on that level.I like it if it stays detailed ,the way she has designed it.I noticed two sets of up stairs so i guess it will be a multi level map/zone.The unreal engine was where i learned a lot about making maps and meshes/models/textures it is quite a handy engine for any noob.It is opposite of most engines in that you subtract from space instead of adding to it.I am sure there is a decent amount of time to designing this game,it would have been interesting if they let her design the WHOLE level.My reasoning is that MOST level designers tend to go for the quick/fast and easy with little effort into it's actual design.This young lady being an actual gamer herself could have given a level design that appeals to us gamers.
The one other thing that popped into my head was that,if they go for a lot of detail,then the textures will most likely be low res to keep the polys down.I am hoping they reach a little more for the high tech end of things.I know the Vanguard problems everyone had,but i think it would be for the best.I would also LOVE to see them utilize the dodging ability from the Unreal engine,it just adds a lot to any PVP.
This game is worth watching for ,it may catch a lot of people by surprise.This perhaps is sort of reaching for that NEOCRON look,just a hunch we will see.
Going out on a limb here and suggesting that the screenshot is a concept drawing from the Club that the intern is mentioning working on for the game. "Metamorphosa" or whatever.
I am not even sure what to exoect from this game. Not a thing. Tabula Rasa development, which to me means too many years and too many revamps.
Sad thing is, I am playing tabula rasa right now. I am finding the whole thing pretty engaging (the introductions sucks). The problem is, so far I find it interesting on a single player level. With no official forums, and no in game mail system, the whole thing is just off...
Brasil, love the absinthe play on the night club.
Going out on a limb here and suggesting that the screenshot is a concept drawing from the Club that the intern is mentioning working on for the game. "Metamorphosa" or whatever.
Yes but its got that soft core porn look about , be then again MMO games are very sexist is their representation of women.
Speaking of which , My sweetheart , Julia Brasil was the interviewee . I thought that she was only going to be held against her will for 9 weeks at SOE. Smed must have done a Jedi Mind trick ( paging Mrs Smed _ shanagians may be afoot!).
Yes but its got that soft core porn look about , be then again MMO games are very sexist is their representation of women.
Speaking of which , My sweetheart , Julia Brasil was the interviewee . I thought that she was only going to be held against her will for 9 weeks at SOE. Smed must have done a Jedi Mind trick ( paging Mrs Smed _ shanagians may be afoot!).
Well, considering the majority of the MMO gaming demographic and the compnay involved a soft core porn look doesn't surprise me. Most of these gamers are lead around by their "nethers", be it a real image of video game one, and SOE has such a tarnishe reputation they need to pull out all tricks to grab any attention they can. I believe the phrase they say in the advertising business is "sex sells".