April 16, 2017

Do you ever wonder what game developers are thinking about when they come up with the concepts for the characters, environments or mechanics?  One thing I’ve heard time and time again throughout my life is “Write what you know.”  This is a saying that doesn’t need to be taken literally, but rather as a generalization.  In my case, The Forbidden Arts is a representation of me.  It’s what I know, what I love and in many ways, what I’ve experienced.

When Shigeru Miaymoto created The Legend of Zelda series, a lot of the world he created was a representation of what he loved as a child, exploring the countryside of Japan.  J.K. Rowling, author of the Harry Potter series, claims that the absence of any meaningful relationship with her father and the loss of her mother have been two of the most important influences on her writing.

The point is: stick to what you know and love.  When you create something without meaning, more than likely it will feel empty and dull.  When you have...

March 26, 2017

In a previous blog, I discussed my thought process of level design. We thought it would be fun to take an in-depth look at what goes into building a scene. This past week I have been documenting the process of creating a scene.  After viewing the 3d environment art our team had created, I was very excited to start working on the scene The Desert of Marzule.  I loved the aesthetics and knew this would be a fun scene to put together.

Each scene is broken up into several parts that we call sections.  By splitting the scene into sections, this allows us a lot more customization for each section, as we tend to focus on one small portion of the scene at a time.  Also, from a performance standpoint: this allows us to limit the amount of 3d assets rendered on screen at any given time.  There is never more than 3 sections visible while playing the game.  This greatly helps to improve performance on some machines.  When building a scene I can deactivate and activate sections to work on whate...

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