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The first part in a series of daily updates catching up with White Paper Games and their development of Ether One over the past 6 months. This post looks at art concepts, asset modelling and some very important meetings that have defined the future of Ether One
Posted by Benni_Hill on Jan 14th, 2013
Concepts for new level
After the release of the trailer and a bit of a break from development I was drafted in to create some concept art for a new level. I was working from the levels block map which Pete created in UDK using the BSP brush. Using the block maps as templates I was able to quickly create some concepts that would help us visualize how the level could look. Below are 3 concepts I created along with the block map shots.
This was the first one I made, I wanted to create the illusion of open space and scale. It also provided direction on colour palette and atmosphere.
This concept was very fun to create, I decided to use this one to show how overgrown and derelict the level could look. I decided to add a pale yellow light shaft that breaks through from the left hand side. This makes the place feel a lot warmer and is a nice contrast from the dark corners to the right of the image.
Speed Painting Video
I was in full swing with my concepts at this stage and Ben suggested recording myself creating a one. The images below show the block map and final concept.
Check out the Youtube video of the Speed Painting Below!
Trip to London for Important Interview!
As a team White Paper Games got through to the final interview stages of the Prototype Fun and we were invited to London to attend an interview with Abertay University. This was an important moment for us and we knew how crucial it was to represent ourselves professionally and show that Ether was worth their investment.
The meeting was in a modern building that had exquisite interior design. We were interviewed for about an hour and then went on our way. I personally couldn’t tell how it went, we were drilled with loads of questions and were never given a clear indicator how well we had done. We just had to wait and see…
Back to Development
I was tasked with creating a unique building for the level, it was a large industrial structure that Pete designed. It required metal shutters railings and was the most complex building I had created to date.
Above are some work in progress shots and below is the texture sheet for the metal shutters and railings. I created this texture with the idea of using it again on other assets, this saves on game memory and is an approach that i plan to use a lot more.
Some shots of a final render and block map to finished environment comparison.
Our level is based on the Cornish coastline where mines where present, it was a very popular sauce of industry in 1950. It also provides us with cool game play opportunities. I had to create some modular wall pieces to be used to assemble the mining areas. It was my third attempt at creating modular assets so I was quite confident with my work flow.
The images above show some work in progress shots of creating the modular mine pieces. Bellow are the textures for the mine wall, floor and ceiling.
I also had to create some Support structures for the mining passages as shown below.
Creating the VillageThe shots below show some work in progress images I took when I was creating the Village.
Next up: Making stuff and new textures!!!Thanks for checking our development out and if you have any questions, fire away