Post news RSS WPG Catch Up: Concepts, Modelling and Important Meetings

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

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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.

Mine Modular
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 :D


If you do your concept after the block-in in UDK, it fails its purpose actually :P
Then you dont need to put the effort, unless you want it for promotional purposes

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Not entirely true many concept arts are done after block in order to visualize what the environment will look like

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Benni_Hill Author

Thanks for the comment ShrikeGFX and I totally get your point.

However we do work on both sides of the fence. We have two separate conception phases here at White Paper Games. We have initial concepts based upon reference material that are worked on by both our artists and level/gameplay designers before a block map is created. Once the block map is created it allows our artists to be more direct with the concept approach allowing them to plan assets and textures as well as general composition of the scene.

This way we work loosely as levels are being designed allowing us to iterate effectively before more refined concepts based upon structure take place. After all its the level designers job to design the structure of the environment and game play area based off reference whilst bouncing off artists for visual support. :D

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