The Making of Legend of Grimrock II's Levels
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Moving on from their earlier "making of" article, the team at Almost Human has brought us another "making of" blog entry that covers the creation of level assets that eventually led to this spectacular subterranean mine environment. The anticipation builds:
I was tasked to create a wooden support structure for our mine wallset. The environment required multiple kinds of configurations ranging from a fence like wall piece with support pillars and beams to a bridge piece for connecting over chasms.
It wouldn't have made much sense making every asset unique, meaning that every asset has it's own set of textures, since that would have taken a lot of memory. The assets needed had also pretty big surface areas which means that to keep texel resolution (size of texture pixels in the 3d world) consistent, the textures would've had to be big. In grimrock we've aimed to keep our texel resolution 1024×1024 pixels per 3x3meters. (our grid size)
So with these limitations in mind I set out to design the assets needed. First we made a simple sketch of what the assets and the environment might look like with Antti. Antti described requirements from a gameplay standpoint and dished out some environment artist wisdom from his Alan Wake days. I also looked at some reference pictures of how supports like these are usually built.