Tuesday, February 11, 2014

"Delano King" game art - build forts

Hello everyone , Welcome to the "King of Delano 's " Game Art Journals new phase ! I am a " World of Warcraft" senior art director Chris Robinson. In the second phase of the log, I got some of the "King of Delano ," the developers and ask them to talk about the fortress - especially our artists is how they plan to work closely with the game to make sure we create models to achieve their design goals.

We do not intend to detail fortress of play, such as a specific mechanism design. This is more like a behind the scenes , mainly to introduce our two teams : a copy of the art team ( they are responsible for all large buildings fortress walls , gates , etc. ) and props art team ( they are responsible for all professional architectural and interior exquisite detail ) art work .

Fun first
Before the official start , we want to talk about the relationship between art team and the game plan is . We ask the chief content planning Cory Stockton played briefly explain the fortress , and the planning and art is how such a large fortress cooperation will content production into the game. Here is Cory 's words :
"Hey, Hello everyone fortress will be ! " King of Delano , "the core gameplay , as Chris said, it is a large content , there are many different dynamic components , is one of the most exhausting their appearance . - this is our art team work and we clearly want to become a new large fortress play , but we also want to ensure that its intimacy, like a home in Delano , just like the players walked into Stormwind or Austrian Ge Ruima fortress player to be able to arouse the pride of the camp , which we expect it in the co-operation of both sides , the art team successfully produced a new model with art camp, the main city characteristics.

But the appearance is just part of the work to finalize . The play focuses on , you can strengthen over time, the ability of the fortress , and we hope this can be reflected in the art . This means that all of the fortress are several different buildings , more and pull the wind appearance. On the art team, fortress mapping system - it allows you to customize the layout of the fortress , and randomly placed your building - is a major challenge , because although the building should become more per liter of a cool , but its basic shape can not be changed . Here are some of the illustrations being developed . "

-Cory Stockton, chief content planning
A copy of the team: is repairing the old or new ...... Jianxin as the old?
Hello everyone, I am the chief, "World of Warcraft" Replica Team artist Wendy Vetter, then will I come to tell you about how we are building a fortress built in the game world.

old_mill_small.png
In the production of the fortress, we decided to start building alliances began, and this is our focus today. At first, we thought: "If the players can see from Elwynn Forest or the Redridge building in their fortress, it is not that cool?" Our original artist Jimmy Lo-based architecture in this idea proposed a "nostalgic trip" slogan, and draw out a lot of the early architectural design, we in the production model, but also try to retain the character of the building, just to update their maps.

But after practice, we found that these buildings all too familiar - they are not cool, you can not meet the expectations of a large new gameplay. So we adjusted the strategy - is no longer simply an old house to the new paint on the brush so simple.
But that does not mean that we abandon the past - that is our foundation. Preserving old buildings on the basis of the soul, we began to try new designs. We draw a new original painting, highlighting each building's personality and create more wind pulled the upgraded version of the style. In this way, when you built the first sawmill called a hut (a large wooden box, inside a wood and a few blunt saw), you will be very excited, but you know it there are many room for improvement. As your strength gradually grow and eventually built three-storey timber field, you'll know counterattack steel tribal time has come.
The other example is my favorite: Mage Tower. Libraries will attract players to pick one of your favorite spell book (my favorite is the "magic of Beatrix in Wildevar Wilderness Journey"), wrapped in a thick blanket, stuck in the soft sofa read about it in thin, knee also tummy their favorite pet, until the flame is extinguished fireplace, only crackling embers. When we draw the original painting is in such a story as a guide. We use light, texture and shadows making every detail carefully, allowing the player's imagination through the pixel and texture, their role into the game world. I like to be seen as the role of the building itself, each one building has its own personality, from the scratches on the porch to government hall warm fireplace.

We hope that when you walk into these places can feel the warmth of home.
 Props Team: show a story
I am the chief, "World of Warcraft" support artist Eric Browning, my team is mainly responsible for the props, FX effects and architectural decoration. For the fortress, we will focus more on the "architectural", this also allows us to better realize that from the outset there is a particular detail how important good. Next, I let our three artists to explain it in detail.
"One of the artist's most important tasks is to tell stories, and fill in the blanks fortress gave us a very good chance. Decorate each particular facility or building is an opportunity, let us convey to the players what this place used, how it was built, all of which add up to be able to convey a clear theme. every nuance props can help players understand the game in a particular scene what happened, and this expression the story of the entire region is helpful.

We put each task is divided into macro and micro levels - to consider how each small part of the overall portfolio NCKU. This is very challenging, because we can not overwhelming players occupy too much of sight - but at the same time, we have to give us a visual impact, providing compliance with all of the "World of Warcraft" high quality art works expected. "

-Jordan Powers, assistant 3D artist
"In the" King of Delano's ", your fortress is your fortress - you a foothold in the wild world, and ultimately the development of your own castle for the fortress, one of our main goals is to give the the role of the world brought angry and goals, so that they generate a sense of belonging to the surrounding environment. as artists, we must use our brains, conceived and improve a scene, it can not only express a particular space, but also allows players to eyes the game world is more real, more attractive, we will strive to make each set of props - we call it - 'component' is placed in a more rational, so that NPC better integrate environmental way to allow players to enjoy to the more colorful and pleasing visual feast. "

-Eric Braddock, Assistant 3D artist
"For professional workshop, we hope to allow players to upgrade professional skills not only in the growth of skill points, but also through the fortress to see visual changes. As players progress, each workshop will be upgraded, the related construction will become more attractive we want to make every professional workshop is more like the work of the local NPC - they are or how clean and clutter, how they work and when to upgrade your fortress, how they grow together with you we will add some interesting little details to imply a different relationship between race and specific professional skills, such as Delaney and jewelry processing, or dwarf with forged, it is these diverse ethnic make "World of Warcraft" more depth and a sense of history. "

-Jay Hwang, senior 3D artist


Epilogue
Hey, I'm Chris, I hope you like it on the fortress architecture of the content. Although this time we are focused on making alliances fortress, but the tribe has also made considerable progress, hoping in the next log to bring art related to the depth of Prospect. Here, I have to give us some of the original architectural drawing a tribal fortress, let everyone preview. We see you next time!






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