After enjoying a short reprieve from graduating college, our team decided to take another crack towards building the game. With a fresh set of eyes, we ended up overhauling the visual style, rebuilt large portions of the code, and revisited the level design from the later playtests of the game. As of right now, the visual update is heading towards it's final stages in terms of environment art. Here are some examples of the old look compared to the new look.
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Out with the old |
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In with the new |
The Art Director and I also created a new pipeline for model and texture importing which dropped our draw calls by about 1/3rd of the previous builds.
With such a significant change to the environment style, the particle effects also get an update. The particle effects I built also have a drastic reduction in emitters (sometimes by a factor of 10) so we can really push the detail to other dynamic objects in the levels. These particles also only pull from a small set of textures and materials to help reduce VRAM usage.
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Most of these particles use the same texture and material. |
And finally the characters are currently going under another pass to match the new visual aesthetic. One of the character modelers just finished a hi-poly sculpt which I will retopologize later this week.
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Old squire |
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New Squire Concept |
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New Squire with armor |
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New Squire without armor |
As more stuff gets pushed through I will keep updating about the grind to make The Grind.
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