Detailing the levels


Hey everyone! I'm back.

The work is pregressing good so far and it looks promising. So last time I told you how we set up basic levels in our game. There is a lot more I haven't told you about yet as I talked about it in a technical aspect. This week I won't be talking about its artistic aspect (I'll talk about it on a later date) because I told you I'd talk about the later stages of level creation.
We covered till creating a base mesh and texturing it. Now comes the part of filling up the level and make it look believable. This looks simple but trust me its a lot more complicated than that. When designing the basic layout you have your basic story of that level and what each room is. But when filling up the level you have to create sub stories for each part of the level. 
Each room in the level has its own story to tell. If you enter a level you should get a sense of what happened in that room. For example, consider an office. Is it newly built or old? Was it used recently or abondoned. If its abondoned then the room will be dusty, if not then it'lkl be clean. That defines the basic look of that office. How should things be in that level? Did some one toss it while searching for something? Was some one killed here and dragged off? if some one tossed the room then the room will  be messy with everything haphazardly placed, a few things borke etc. If some one was killed then there'll be blood splattered on the floor or objects or the walls. So we create a sub story and try to convay it with the design of that room or corridor or that area.
Once we have those stories figured out then I start creating models to fill up the level. Computers , tables, beds whatever it is that tells that perticular story and texture it. Thats it for today. hope you guys enjoyed it! Don't forget to follow us and leave your thoughts in a comment! Thank you! See you next week, have a great weekend!

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