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Spellborn International
MMORPG | Setting:Fantasy | Status:Cancelled  (est.rel 04/23/09)  | Pub:Frogster Interactive / Mindscape / Acclaim
PVP:Yes | Distribution:Download | Retail Price:Free | Pay Type:Free | Monthly Fee:Free
System Req: PC | Out of date info? Let us know!

Intelligent Design

Posted by Keith Cross on Aug 13, 2007  | Comments

Intelligent Design -

The Chronicles of Spellborn official site has been updated with a developer journal about what it takes to design in-game environments from an artist's point of view.

Let me start this journal by introducing myself. I am Sjoerd "Hourences" De Jong and I am responsible for a large number of the environments and levels in the game. I have been working on TCOS since day one, nearly 3 years ago and Slywood is my latest creation. As level designer and artist I process all separate art assets into a single environment, I create entire landscapes and decide on the general lay out, composition and styling of an environment. I place models and textures others have made, light the world out and I finish it all off with effects, day and night cycles, a skybox, shaders and so on. Also, I optimize all of it for in-game use. I am the last person in the environment art chain and it is my desk where all separate elements come together into a single consistent environment.

As a level designer and artist it is my responsibility to keep the overview of the entire environment. Where as the design document and the concept art already gives some info on the mood and visualization of an environment, it is my task to further develop those ideas and to retain technical feasibility of each every one of them. Some ideas may not be possible to do with the amount of time or developers, other ideas may not work all too well once implemented into a game or when combined with other elements. I visualize the environment by taking time and complexity, already existing assets, technical limitations, consistency and cliché elements into account.

Read the full article here.