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Underground Design and Design Underground

Posted by Designopotamus , in Design Update 01 June 2015 · 1,551 views

Design Rob Irving Designopotamus Design Underground
Underground Design and Design Underground Hello, Descenters,

For those of you who might not be all that interested in reading about design today, you could check out the pretty pictures in our brand new image gallery instead, but who isn't interested in reading about design? The gallery will still be there when you're finished, and we'll be continually adding new content as it becomes available.

In between bouts of checking out our new gallery for spiffy desktop wallpapers and the necessary weekly administrative goings-on, work on the test map for our game functionality is pretty much wrapping up its first phase. You may have noticed the perhaps-unfamiliar line drawing in this blog's image. That's a rough wire frame of the current gray box version of the map.

For those of you not in the know, the gray box is a blocked out layout of a level that helps us to test out the way that the level flows, plan specific locations for object placement, and give the artists a bit of a canvas upon which to paint much prettier versions of how they think that the level should look. The blockiness of the level is due to the fact that it was built almost entirely with Unreal Engine 4's BSP tool, which is simply a way to create primitive shapes to quickly sketch out an overall shape.

You can see in some of the far right portions that the BSP geometry is already being converted into more complex geometry - a test bed for the map kit pieces that the modeling team will be providing to build more complex levels as quickly as the BSP map. This lets us test for gaps in our toy box of building blocks, so we can continue to flesh out that set.

So now the artists can run off with the level to make it into something pretty, while design can switch focus to setting up proper tests for game systems.

It's all about iteration.

Speaking of iteration, you all might recall that the last Design Underground was a discussion of our new HUD art. It was thrilling to see some great feedback on our forums, and y'all provided some excellent suggestions! In a bit of a departure, this week's Design Underground is actually another discussion of the HUD, but this time is a conversation about that feedback. My special guest this week is Michael "Smitty" Smith - the artist extraordinaire who created the HUD.

Check it out to see how your involvement is changing the course of Descent: Underground.



Have I told you lately how much better of a person it makes you when you like us on Facebook, subscribe to our YouTube channel, and follow us on Twitter? Good fortune will surely follow. (You're very welcome.)

See you underground!

Rob

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Oh no, the map.....dang it IRVING !

 

Oh, and one more thing.

 

 

FIRST

WM

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Smitty is awesome.  Great addition to the team.

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No panicking yet. When we can panic? ;) Good stuff. :)
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Sweet

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Firrrrrifth!!!!!!!

(Fifth)

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Renegade-Shank
Jun 04 2015 12:20 AM

Great info.

 

Welcome Smitty!

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