Paris was our test track for the game and the main problem was how to create a believable city within a limited polygon and texture budget.
I was tasked, along with my colleague Matt Stott, to come up with a solution for recreating the long streets of the city with varied buildings in such a way that didn't appear too repetitive.
Our solution was to create a 'building block' set of assets that could be linked together. The tops of the buildings would repeat more than the bases which gave us our variety of commercial and residential buildings at street level while still creating a believable street view. I added a set of 'dressing' assets (flags, balconies, awnings, aerials, window plants) that could easily be attached to add variety and an interesting silhouette when seen from distance. 3DMAX's snapping tools allowed us to quickly attach pieces together to form complete streets.
We documented the process which was then given out to the team to be used on the other city levels such as Barcelona and Chicago.
I was also involved in documenting the asset sheets for the level - detailing the assets, buildings and street furniture, required from the outsource team in Kuala Lumpur and giving feedback on the work produced.
Later on I pitched in to help with some elements in the track such as the Quai Branly Museum which, due to copyright, had to be modified. I changed the model to have a more interesting girder support behind the glass front, changed the building completely and re-textured the asset.
I was tasked, along with my colleague Matt Stott, to come up with a solution for recreating the long streets of the city with varied buildings in such a way that didn't appear too repetitive.
Our solution was to create a 'building block' set of assets that could be linked together. The tops of the buildings would repeat more than the bases which gave us our variety of commercial and residential buildings at street level while still creating a believable street view. I added a set of 'dressing' assets (flags, balconies, awnings, aerials, window plants) that could easily be attached to add variety and an interesting silhouette when seen from distance. 3DMAX's snapping tools allowed us to quickly attach pieces together to form complete streets.
We documented the process which was then given out to the team to be used on the other city levels such as Barcelona and Chicago.
I was also involved in documenting the asset sheets for the level - detailing the assets, buildings and street furniture, required from the outsource team in Kuala Lumpur and giving feedback on the work produced.
Later on I pitched in to help with some elements in the track such as the Quai Branly Museum which, due to copyright, had to be modified. I changed the model to have a more interesting girder support behind the glass front, changed the building completely and re-textured the asset.
Screenshots
Videos
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These videos are NOT done by myself so I take no responsibility for their quality or content.
If viewing them at full screen then I recommend putting them to the highest quality you can.
If viewing them at full screen then I recommend putting them to the highest quality you can.