Here is the second part of a series of regular updates detailing the development process behind Eden. This entry is dedicated to Asset Creation, showcasing some of the content we've been developing and the way our artwork and references are translated to actual models.
There's a substantial difference in terms of art style and architecture between older locations that haven't undergone renovation compared to the more luxuriant and retro futuristic style you can find near the city's metropolis, especially in the major industrialized areas powering Eden's self-sustaining ecosystem. Our Lead Modeler Richard Gardner, started by compiling a moodboard that he used as a reference to develop the following industrial scene, while keeping a modular design to ensure Level Designers can restructure and scale it according to their needs, both for gameplay and aesthetics purposes.
CryEngine 2 in-game screenshots:
And since you've been asking, our project is going well and you can expect to see a lot more in the near future. Here are a few more assets to finish this article:
Join us at Mechanicalsheep.com for further updates, art and information. We welcome questions and criticism and hope to hear from you by email or on our community forums. We are still actively recruiting character artists, level designers and coders. Visit our jobs section to see how you may be able to contribute.
Thanks for your time. We'll be discussing the story, world and game design of Eden in the next entries of our developer diary, giving you a glimpse of what you can expect from this unique singleplayer experience.