Sunday 31 January 2016

'There's a cave' Week 4

This week was really about having things make sense and thinking how a sea-side village or town would work. The fist half of the week was the dirty work; painting tileable textures and then applying them. And the later stage was learning about coastal erosion and long shore drift. Why? Because it's a cove, it doesn't just happen. If we learn how something happens it's easier to visualise it. I won't go into it too much but as an example, the wind is blowing this way so the waves move the same way so sand is pushed this way therefore your beach should go here. Thats the jist. And then you apply coastal erosion to our level and you realise, hang on, there should be a cave here. So we now know where our cave will go (spoilers, there's a cave).


So this is just an initial idea of layout with a bridge.

Quick sketch showing what the bridge would maybe look like.



A secondary bridge was introduced above the smaller bridge to increase the sense of scale.

Worth noting I did a few overpaints before any of this level planning to show the key explorable areas.
So, other than learning the entire layout of our level what else did we do? Between the tileable textures be both made a few assets. Whilst working on a cobblestone tileable I produced a generic cart to dress the streets. And then later in the week, a sort of crane if you will with a hook on the end. For lifting large fish out of a ship and into the docks that subsequently end up at the fish market.









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