Monday, October 22, 2012

Starhawk: Acid Sea


  Matthew Breit and I were tasked with creating the visual construction of the buildings on the harsh Acid Sea planet.  These buildings had to stand out as imposing as well as something that could be built on an uneven surface.  The darker color schemes and angles helped relay their more tough demeanor. 


  The acid sea elevator is a tower of intimidation, this was a very fun model to work on, it is the center point for the level and it completely destructs as well!  Its also one of the largest structures we have in the game (it reaches to space!)




  Note how the buildings interact with one another, this was part of their design, we built each piece to work together for maximum versatility.




  The dry well was the most ambitious asset we created for Starhawk.  It encompasses an entire level.  A player is only a mere spec in these shots.  There are multiple floors which the player must fight through, opening large doors, and then back up while acid from the base rises.  In order to accomplish such a large model in a short amount of time, we broke the entire asset into modular pieces which could then be instanced around the center pivot point.  It was also the most memory efficient way to achieve this.  The original scope of the well was much greater, but time forced restrictions.  We had fully modeled interior rooms you would fight through to work your way down to the bottom.  I was in charge of creating the design and model you see here, Jonny also worked with me creating the modular pieces.


  Here is a good shot of the roads which I worked on with Jonny Galloway, these roads were modular in their construction so that we could vary them up throughout the numerous levels they appeared in.




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