They make sense out of your weird lumpy cover (2/5)pic.twitter.com/BDW7RLff9Z
Voit lisätä twiitteihisi sijainnin, esimerkiksi kaupungin tai tarkemman paikan, verkosta ja kolmannen osapuolen sovellusten kautta. Halutessasi voit poistaa twiittisi sijaintihistorian myöhemmin. Lue lisää
..all while making it look DAMN GOOD (5/5) Thank you env devs \o/pic.twitter.com/KbINWGOktY
The game is Medal of Honor: Above and Beyond (vr), and the final art is by the talented devs at Virtuos Games.
I hadn't thought this would reach this far, so here's some more context:
I'm the designer that did the LEFT. Those are called blockouts (or blockmesh, or graybox..), which are prototypes of the level that are made mostly to work out the FUNCTION of the level. (1/4)
I worked on the blockout, then put in gameplay, then made precise adjustments as needed. In my case, this was a shooting game so it was about player movement vs AI movement, sightlines, cover, etc. The level is playable at this state, but not polished for the eyes. (2/4)
When the gameplay side of it was at a good point, the art team turned these blockouts into finished environments (the RIGHT). Even while doing this, there was a continuous back and forth in the process to find balance between form and function. (3/4)
Even after art was done, things were adjusted as I polished the gameplay. Hopefully though, your prototype blockout is accurate enough that those changes are minute. In general, that was about it for my process. Hope this answers some questions. Happy to answer more, tho (4/4)
If you search “blocktober” on twitter, there’s a VAST sea of way more interesting breakdowns of your favorite video game levels.
Twitter saattaa olla ruuhkautunut tai ongelma on muuten hetkellinen. Yritä uudelleen tai käy Twitterin tilasivulla saadaksesi lisätietoja.