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Dev Blog #21: Digging into the Detail (Part 3/3)

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General Naga

Director/Founder
Pathfinder Games
Hi everyone and welcome to the third and final piece in our “Digging into Detail” series. My name is [TWDEV] Maniche and I’m the Lead Level Designer here at Traction Wars as well as being part of “Sword” mapping team alongside [TWDEV] Mars and TWDEV [RvtL]. I’m here to bring you the final result of everything we’ve been blogging about over the last couple of weeks.

Today we’ll make use of everything Mars and RvtL have covered in part 1 & part 2 of the dev blogs and bring it all together into our finalised scene. I’ll go through each step along the way and give some examples of tricks we use.


I’ll start of with this empty area that you can see in front of you. In our first part by Mars we talked about how we make use of historical maps and references to pin-point exactly where buildings were located and position them accordingly. You may notice that the ground has already got a lovely grassy terrain texture, created using the steps RvtL discussed in second part.

Please note the images we are using for examples are work-in-progress or demonstration shots.


I start off by “white-boxing”. In other words, placing plain boxes to form the basic shapes of the agreed game-design. The concept is that the bigger boxes are buildings and smaller, thinner boxes are walls or fences. In the image above you can see both a wall on the right and a fence on the left. The wall provides great cover. While the fence provides only visual cover and allows other players to flank the position."


Then I like to place the larger objects, followed by the smaller objects which are key to the game-design element and the bigger trees/bushes. This all gives a better idea of how the scene could look allowing us to tweak the design at this early stage.

It’s important that we always white-box before beginning with the environmental element (small props, decals, plants etc..) so you end up with a properly balanced and thought through environment and game area. It helps to prevent time-consuming changes later in the process which are inevitable if we go straight into the detailing stage.

After that I like to hide the boxes to reveal the more complete scene. The next step is to layer paint in the details and especially give attention to areas where light and shadows will be cast.


The next few steps after this is pretty much straightforward. Since we’ve already established the game-design we now need to bring the level to life and look as natural as possible.

I strive for a look that feels believable. Giving the scene it’s own little background story really helps in the designing & placing of the environmental assets and doing all the details e.g. the little tool rack next to the ladder.

My story went along the lines of a small farming family barricading their house, to the best of their ability, to try to protect themselves from the imminent battle between the ever nearing Allies and Axis defenders. They might be making some window-shutters to protect the windows, moving unused furniture and garbage out of the house and so on. The concept of a story driven scene works well and this is just a fraction of what you as a level designer can do with it. Try it out!


That brings the final piece of the “Digging into Detail” blog series to a close. I hope you’ve enjoyed it. We’ll definitely be doing another series in the future. For those of you who also enjoy mapping, I hope you’ve learned more about our practices and picked up a few hints and tricks along the way.

We've got more updates in the pipeline so be sure to check-in again soon.
 

Pjosip

Member
Vanguard Backer
Awesome, good work!
Thanks for the "Digging into the detail" posts, I really enjoyed reading them.
 

Skr13

Member
I've been absent of TW these days, but I'm happy to see that TW's blog got updated again.
I almost can imagine the battle going on inside(can player enter the house?) and outside the house, the bullets flying in every direction from a MG42, the bullets crack noise when hitting the objects, the scream of a poor soldier who is injured by a mortar shell, the grenade blast who made a bunch of soldiers lose audition for a couple of seconds...sorry those were my thoughts :)

Keep it up DEVs can't wait to see more ;)
 

Feldmeijer

Member
The map is just as sexy as Maniche himself heheh ;)

But seriously though, I really like and appreciate the amount of detail going in each of the maps. Sure, this may take time to build and develop but the finished product will be WWII Gamers heaven!
 
Time is not of the essence, patience is. In time our patience shall be rewarded, and I'll be stuck behind my computer for a day or two.

Take thy time, gentlemen.
 

Aristle

Member
I am glad that they shared the story behind the fine details in the image. I'm sure that most designers have that in mind, but it's a great idea that people do that because it creates realistic setting and helps develop the mentality of the player.
 

Skr13

Member
I am glad that they shared the story behind the fine details in the image. I'm sure that most designers have that in mind, but it's a great idea that people do that because it creates realistic setting and helps develop the mentality of the player.

I fully agree!

BTW, nice avatar picture of Tintin, I'm a huge fan :)
 

Raul

Member
Thanks for the details, combine that with one of a kind buildings everywhere and you've got a little story about each of them :p!
 

GhostDogg

Member
i really like the eye for detail.
it is refreshing to see how motivated TW development is to come up with some quality maps .

i hope i can become part of the alpha.
 

IIFLIPII

New Member
I really appreciate the effort of the devs of showing us every detail of how they approach things and share it with us! I'm really looking forward to the game :)
 
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