Login:  Password:   Remember?  
Show Quick Gamelist
Games:397  Guilds:2,002
Members:1,144,341  Online:0
Guests:0  Posts:3,118,643
RPG | Genre:Sci-Fi | Status:Development  (est.rel N/A)  | Publisher:LucasArts | Has PVP:Yes
Distribution:Retail | Retail Price:n/a | Pay Type:Subscription
Desktop Client | System Req: PC 

Creating the Polluted World of Hutta

The folks at Bioware have written a new developer journal which looks at the effort behind implementing the polluted homeworld of the Hutts in Star Wars: The Old Republic Online.

 advertisement 

Pop quiz: If you had the chance to contribute one thing to a game like Star Wars™: The Old Republic™, would it be A) a new Rancor design, B) a quest for constructing your first Lightsaber, C) new Sith Force powers, or D) six paintings of mud? If you said “D”, you might be an environment artist or have low self-esteem!

Luckily for us environment artists, Star Wars™ has an almost limitless supply of amazing planets and environments to get excited about. It’s hard not to get excited when it sinks in that you’re working on an icon like Korriban. Of course, for a well-known planet like Korriban visual reference is abundant — we all know what it should look like. But what happens when the designers want to create a planet nobody’s ever seen before (is that even possible)?

That turned out to be the case with Hutta (aka Nal Hutta) when we started production. In fact, the Wookieepedia entry for Hutta now uses an early screenshot from The Old Republic as the only image available. Hutta is the home world of the Hutts, which you may recall as the incredibly notorious species of slimy crime lords from the movies, and is integral to various class stories in The Old Republic.

So how does one create a never-before-seen environment in the Star Wars universe? Where would you find reference for an appropriately vast swamp? Start with photos of Florida.

Environment art lives and dies on the quality of its reference. For most environments, artists will find as many reference images as possible from the movies, art books or production images and cherry-pick the best elements to emulate in the game. Next, the concept artists are let out of their cages long enough to produce some amazing concept images of mood, lighting and important points of interest specific to the areas that we will work on.

Screenshot Screenshot

When we began work on Hutta, we knew it was supposed to be a polluted, filthy sewer of a planet, just like the Hutts would like it. Without any movie reference, we gathered a wide variety of real life photos of swamps and wetlands, taking note of common themes and basic shapes that come up again and again, like hanging moss, thin trees and ankle-deep water. We complimented this with a collection of images from industrial sites, construction zones and junk yards. Now that we know what this dump is supposed to look like we’re ready to start!

When a planet is shiny and new, artists start with a “gold standard” area. We single out a small test area of the planet and add new textures, plants and props, making changes as we go. This makes sure that everything looks good before we spend the time to rinse and repeat the process across the rest of the terrain.

1. The first piece of real work involves identifying the types of terrain we want the player to trek across and create hand-painted textures for these, hence the “paintings of mud”. In the case of Hutta we needed to have some appallingly polluted areas, some dry, packed-down mud for paths and some terrain that is overgrown with rotting vegetation. It’s not uncommon to end up with over a dozen textures just for terrain.

2. Next up is flora and other natural props, like rocks and tree stumps. When designing vegetation we often create a lineup of sketches of each plant and prop in relation to the character’s size. We want to make sure that we get a wide range of widths and heights. Without planning ahead on a flora-dense planet like Hutta it’s easy to end up with all your vegetation getting lost within each other. Unacceptable!

3. The last part of creating the gold standard area involves fiddling with sliders, engine settings and color ramps to fine-tune the global light color, light angle, fog, shadows and sky. These settings will affect the look of all outdoor areas of the planet. Fortunately, our engine allows us to update all these things on the fly, so we see the effect of adjustments as we make them. Often, all of these pre-production steps will be in development simultaneously, assigned to multiple artists.

We now have a working, playable environment with finished terrain, props and global settings and are usually walking around the office patting each other on the back and handing out cigars. At this point the Lead Environment Artist and Art Director come over and slap the cigars out of hands with some constructive suggestions and changes. We all get back to work. After a round or two of feedback we’re ready to move to the next stage.

Screenshot Screenshot

So far, environment art is still confined to our very small test area. It’s now time to venture out into the bleak world of designer block-in terrain! By the time we have begun art on a planet, world builders have already laid out the rough shape of the terrain for gameplay testing purposes using flat textures and boxes to represent buildings or props.

What this means is that we’ll be replacing and reshaping the rough terrain to look good, er… better. Hutta provided some unique challenges. For example, while swamps are naturally flat, this would make for some dull gameplay. However, having steep hills of swamp muck doesn’t make much sense. To solve the problem we created a set of large metal shoring props that became essential to “shoving” mud to the side in piles to create paths of different heights. The end result is corroded metal walls with swamp muck oozing out from the cracks - fitting imagery for Hutta.

We also knew that Hutta couldn’t just be a swamp; it had to convey a swamp that had suffered from heavy industrialization. To accomplish this we built a variety of modular pipes and refinery equipment that could be mixed and matched and then spread throughout the planet, snaking in and out of the corrosive sludge as though the planet were being held together by a network of metal and mud.

As we refine terrain, other artists provide large assets such as buildings, wall sets and large props like generators and smoke stacks. Because we don’t have finished buildings when we start a planet, forward planning and careful scheduling is essential. On the bright side, as the last assets begin to roll in, we can finish up the final polish like adding lights to interiors and various particle effects.

There are always a thousand little fixes and adjustments to make but eventually we have to put a planet to rest. Depending on the sheer amount of playable terrain, a team of three or four environment artists can take, on average, four to eight months to finish a planet. Once reviewed again by management we can get the final thumbs up.

Then we’ll start the process all over again.

Alex Thomas
Senior Environment Artist

Screenshot

Read this article at its Original Source

More Star Wars: The Old Republic Features:

Star Wars: The Old Republic - PAX Reveal General Article added on Tuesday September 08
Star Wars: The Old Republic - Comic Con Interview Interview added on Monday July 27
Star Wars: The Old Republic - Twelve Possible Classes Editorial added on Tuesday June 23
Star Wars: The Old Republic - E3 2009 Preview Preview added on Friday June 12

More Dev Journals:

Fallen Earth - Hidden Content Part Two: Concealed Creatures Dev Journal added on Tuesday November 24
Wizard 101 - From Shadowbane to Wizard 101, Part Two Dev Journal added on Tuesday November 17
City of Heroes - Matt Miller on Balancing Ranged vs Melee Dev Journal added on Friday November 13
Champions Online - Bill Roper on Balancing Ranged vs Melee Classes Dev Journal added on Thursday November 12
Jade Dynasty - Sneak Peek at the Balo Faction Dev Journal added on Thursday November 12

More Features:

Darkfall - Conquer the Seas Expansion Q&A Interview added on Friday November 27
Player Perspectives - Space, The Final Farce Here? Column added on Friday November 27
Runescape - Lead Designer Mark Ogilvie Interview added on Friday November 27
Global Agenda - Exclusive Screens: The Recon Media added on Friday November 27
World of Warcraft - Glory of a Hero, Part One Guide added on Friday November 27
Hype-level
8.37
Popular Features:
The List : Five Scariest MMO Launches Column added on Friday October 30
In honor of Halloween this weekend, we count down five of the scariest MMO launches... Read More
The List : Five Under the Radar MMOs Column added on Tuesday November 03
MMORPG.com's Jon Wood takes over this list this week, taking a look at five MMOs... Read More
The List : Five Ways to Know You're Just Not That Into It Column added on Tuesday November 24
MMORPG.com's Jon Wood uses this week's list to explore five ways that a player can... Read More
The List : Top 5 Things Coming In WoW Patch 3.3 Column added on Tuesday November 10
We look at the top five things players should be drooling about in Patch 3.3... Read More
The List : Ten MMOs and Their Place In History Column added on Wednesday November 18
MMORPG.com's Jon Wood returns this week with another list, this time taking a look at... Read More
Latest News:
Star Wars: The Old Republic : Jedi Consular, Sith Inquisitor Revealed! Reported on Nov 23, 2009
PC Games, a German gaming magazine, has spoiled our December 3rd surprise, revealing the final... Read More
Star Wars: The Old Republic : Threat of Peace #20 Reported on Nov 20, 2009
This weeks Friday Update is Threat of Peace #20. This latest issue in the Threat... Read More
Star Wars: The Old Republic : Impressions of the Imperial Agent Reported on Nov 20, 2009
MMORPG.com's Dana Massey recently traveled to the LucasArts compound for a demo of Bioware's upcoming... Read More
Star Wars: The Old Republic : HoloNet Update: The Imperial Agent Reported on Nov 13, 2009
Last week we reported on the first details and images of Star Wars: The Old... Read More
Star Wars: The Old Republic : Threat of Peace #19 Reported on Nov 09, 2009
Threat of Peace #19 is now available on the Star Wars: The Old Republic website,... Read More


Advertisement

<a href="http://www.gameads.com/" target=_blank>Game Ads</a> banner requires iframes.