Hello Polycount Community!
My name is George , I am working as a Level Artist on Wolfire Games' long awaited successor to Lugaru, Overgrowth. It's a game about kung fu rabbits >:)
We are currently conducting an art pass over all of the games levels, and would like to invite some feedback before calling our work final.
The first level I will be sharing with you is Garden Duel. If you would like to hear more about our development process then feel free to post questions.
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We use slack for communication in the team, so even though there is a split between developers working together and remotely, communication is swift and for the *most* part everyone is able to stay on task and respond to feedback effectively.
Below are some images of levels at different stages of completion. First is the Garden duel level showcased in the first post.
This level underwent some notable changes during the 2nd art pass, which included:
- raising the height of the garden walls (the ramifications of this gameplay-wise are still being considered)
- Generally making the level look cleaner, like in the first image, while still incorporating a much higher level of detail.
The next level is dog fort, which was also shown in the first post. This level is supposed to be a remote outpost, so in the 2nd art pass a lot of the work was done through lighting and post-processing in order to make the level feel a lot colder. In Overgrowth, Terrain textures are handled using detail maps controlled by weigthmaps. When these textures are altered, they update in the project automaticcaly, which allows for quick alterations.
Lastly, this farm level underwent a drastic mood change after the David, the project lead chose the level to display a fancy new rain effect that he had been working on. So on top of dressing the set with props, the sky was changed, and so was the lighting, PP and fog. The darker atmosphere also helps to bring attention to the door of the farmhouse, indicating that someone, or something, might be home. Towards the end of the 2nd art pass, dark decals were placed to simulate the effects of ambient occlusion shadows around certain objects.
We would be grateful for any comments, feedback or suggestions.
This shot is from the level before it was revamped. We plan to release some of these cut levels with the game even though we wont be including them in the campaign.
My workflow on Canyon Ambush went something like this: