Modular environment Design
Or how I learned to stop worrying and love the grid!
Kevin Johnstone Senior Environment Artist
Scotland Quake 1st job at Reflections Met a woman ,travelled round Europe Developed a love of European buildings
Built my portfolio up until I could get to Epic
Shipped Titles
What I do at Epic
I make fancy pieces of LEGO for Level Designers
Concept artist Environment Artist LDs Shelling first Visuals After My goal is to make art that the LDs can use
Main Environment art problems
Time required to author content
Heavier texture load ( D + S + E + N ) Maintaining texture resolution
Building pieces that are useful and adaptable
Element based modularity
Spotting the patterns of repetition
Most designs are a number of merged elements Grid allows superior control of elements
Is a rectangle also a half circle?
Complex designs - complex UVWs Simpler shapes - more texture res
Lessons learned?
Repetition of forms = authenticity Rate of production UP - Texture load DOWN Asset count
Taking off
Production of more meshes at once Simplified UVWs The return of BSP walls ( sort of )
Gears 3 ambitions
It has to be bigger! Planning ahead Robust asset creation
Becoming obsessive with the Grid, Trust it and it will help you
Processing is how we transfer from detailed meshs to simple ones
You NEVER know for sure how the art will be used in game
Completing the mission
Optimization Problem solving
Boring to Look , but still the most critical part of the work
Summary
Think Ahead and plan it out The GRID is your friend Its not about being a great modeler its about being a great problem solver Ensure Adaptability, you need to take requests You have to love it enough to make others love it
Thats the end
Thanks for listening
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