![]() ![]() It allows our level designer, Luke, to paint in the density of vegetation across the scene, and then spawn vegetation according to a pre-defined biome. My solution was to create a custom tool, creatively named the Vegetation Tool™ (I’m not the best with creative naming). However, there was still the challenge of filling large environments with regionally correct vegetation, now that I understood what it should look like. Armed with this, I was able to make some categorizations of the various biomes, and typical plants, trees, and scrub. As a Canadian currently living in Spain, I’ve not yet had a chance to visit Australia, so I started off on a virtual road trip, thanks to Google Maps.Īfter having visited each of the real-world locations of the scenes in the game, I had a nice overview of what each area’s vegetation looked like. One of the immediate challenges we faced was how to fill large areas with dense vegetation (without having to place each bush and twig by hand), and how to vary the vegetation according to the different regions and areas of the game. As the technical and VFX artist at Drop Bear Bytes, one of the coolest parts of my job has been helping the art and level design teams fill our apocalyptic world with trees and plants across the whole range of the outback, from forests to barren wastelands.Īs a technical artist, I get to work in the wonderful area in between pure art, pure programming, and the mysterious art of level design. Australia has a huge range of flora and fauna that varies wildly by region, and many of which aren’t found anywhere else in the world. With Broken Roads being set in the Australian Outback, we knew it was important to create diverse and vibrant environments to immerse players in a truly Australian-flavored apocalypse. So we're bringing together fans of the genre, and people who've been doing the genre for decades."ĭrop Bear Bytes has posted a dev update about the flora in Broken Roads: Dev Blog: Crafting the Flora of Broken Roads She loves Planescape: Torment-she's got a Planescape tattoo. "She worked with Colin on Torment: Tides of Numenera, so that relationship already exists. "Leanne Taylor Giles, our narrative director, recently joined us from Ubisoft Montreal," says Ritchie, aforementioned game director and studio founder. And then he said, 'It gets weird'." Suitably convinced, McComb joined the team. He said, 'We'd like to get you on board with this game', and I was like, 'Sell me on it'. "Craig Ritchie called me up in 2020," says McComb. McComb is now taking a chance on Drop Bear Bytes, a debut studio working on an ambitious new post-apocalyptic tale. More recently he was creative lead on Planescape's spiritual successor, Torment: Tides of Numenera. He previously worked on Fallout 2, Planescape: Torment and Wasteland 2. The post-apocalypse returns to Australia.īroken Roads' creative lead, Colin McComb, has a long history with CRPGs. PC Gamer thinks the post-apocalyptic RPG Broken Roads can be the next Disco Elysium: Broken Roads has the potential to become the next Disco Elysium ![]()
0 Comments
Leave a Reply. |