Heading into alpha is a special moment for a game developer - it's the time when the game starts to feel like an actual game and not a tech demo sandbox.
Now that we have the main core mechanics in place, we're working on implementing the mission scenarios and gameplay objectives. This means we're going through the levels and adding things like objectives, waypoints and minibosses.
It also means that we're going over all the levels and making them look and feel as great as they play. Early in the development phase, it's more important to get the gameplay up and running, rather than the visual experience. So once a level is fun and plays good, it's time for the art pass. This is when the level designers and graphics artists sit down and make the game look great. Buildings not essential for gameplay are added, debris is scattered around the levels, cars, buses, phone booths etc. are placed to add that extra spice, and the environment lighting is tweaked to get the mood right.
Click on the image to the right for an example of what a level may look like before the art pass and after.
That's all from me for now!
Dan Eriksson
Bionic Commando Producer
Grin Inc.


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