Azmodiuz Posted March 9, 2015 Share Posted March 9, 2015 When abouts was Raedric's Hold implemented during development? The art on the walls makes it look like it was later on. I also hope he gets up out of his seat and fights. Towards the end of the project. It was a fun level to design and was truly a team effort. I'll give you a briefish rundown of how the process worked. It kinda went like this... 1. One day I walked into Josh's office and was like... "Hey Josh, I want to design a big-ass gothic castle level. What do you think?". Josh responds with a silent emphatic head nod. 2. I then go to Jorge Salgado, one of our level designers, and say something along the lines of "Yo, Jorge. I'm gonna come in this weekend and design a big ass gothic castle level. You in?" I'm paraphrasing here, but he replied something like "F%^$ yeah!". 3. So we came in on a Saturday and I explained how I wanted the level flow to work (being vague so I don't spoil it). We then started tossing out story ideas for the quest. After an hour or two, we were both happy with the idea and Jorge drew some layout ideas for the exterior on the whiteboard in our office. 4. We bantered a few times, refined a few things here and there and called it a day. I then assigned block out duties to Jorge. 5. Later, he blocked out the exterior and interior areas. The early blockouts were sick, but needed some refinement. I had Jorge make some level flow adjustments and various tweaks to the blockout. Early on it was a little easy to get lost in this place. 6. Once I approved the blockout revisions, the levels went off to level art. Sean Dunny worked the exterior, while Hector Espinoza and April Giron worked the interiors. 7. Once the first pass art was in, Jorge implemented the first pass of the level content, including quest and dialogue. 8. Once we had a playable level, I played through the level multiple times and wrote notes. 9. Next, Rob Neslor (Art Director) and I got together and reviewed the first pass art. We made dozens of notes (which included new props needed) for a second art pass. 10. At this point, Jorge needed to move on to work on Twin Elms. I assigned Olivia Veras, one of our newer area designers, to take the level home. She and I worked closely to refine the quest content, level flow, dialogue, combat pacing, loot, balance, etc. She did a fantastic job finishing the level and making it shine. She worked closely with Eric Fenstermaker and Carrie Patel, the narrative designers on the project, to make sure the narrative of the area blended well with the critical path elements of Gilded Vale. 11.Then, the finishing touches (like the lit stain glass and scripted interaction art) we're put in and polished. John Lewis handled the various visual effects in the area, while Kaz supplied the SI art. 12. Finally, Justin Bell and the audio guys worked their magic on the music and sound fx of the area. This is obviously an abbreviated rundown of how we make levels, but hopefully it gives you guys a little understanding of how a level can come together. Sometimes there is a ton of planning, writing documents, and waiting months before the work even begins. Raedric's came together quickly. It certainly helps when it is closer to the end of the production cycle and we can more accurately project how long things will take. This is because the developers are used to the workflow and tools their using, we have a library of assets to draw upon and the team is more or less working like a well-oiled machine. But, its broken ! There are visual bugs that we can see already, that are slightly putting people off, like windows that are ..well..what's the term, asymmetrical, and some shadows and lighting seems to just not feel right, like as if the whole viewing angle is from a different perspective. You have light in peoples faces but the light sources are all behind them, or guys who are all dark but standing infront of a light source. My concern is this, if people can easily spot this, with the low resolution of our browsers, never mind the 4k viewers once we get ingame and are really zoomed in...and playing, what other bugs and glitches and visual mistakes are we going to come accross? Some of the most refined area's (from our perspective, the Beta we have access to, too ages to fix some of the smallest noticeable bugs, and when playing through the area at first) - there was tons of things broken. If this area was rushed through, relatively quick, it makes me worried we might not get a great experience from it. Obsidian wrote: "those scummy backers, we're going to screw them over by giving them their game on the release date. That'll show those bastards!" Now we know what's going on... Link to comment Share on other sites More sharing options...
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