I have started to create a block out the level in Unreal 4 in order to get a sense of the scope of the level and to generate some ideas. I have decided that my level will be set in a large gothic castle with 2 huge looming towers providing a visual focal point that the player will see at the start of the level and will hopefully want to reach and explore the castle. As the towers are such a key point in the design as well as the structure of the castle I have blocked them out first as the size of the towers will inform the scale of the entire level. The mountains in the background are helping in this regard as is the stack of Unreal default character models. The mountains will likely exist in the final level as to sell the scale of the castle to the player and give them a sense of accomplishment and progression upon reaching the top. However the current implementation of these mountains is far too polygon intensive and a waste of performance resources as a whole for a back drop. Polygon count and performance as a whole is something I am wary about as I start to consider the size and complexity of what the level could potentially end up being. I will likely have to do some research into level streaming, asset LOD and culling within Unreal to ensure a decent level of performance.
Before continuing the construction of the block out I will create a rough level map.
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Outside View of the Level Block |
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On the bridge between the towers. |
That is more like it but I still want to see a lot more research on here along with imagery, screen grabs and vids etc!!!!
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