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The Birth of a Building

Today we would like to give you a glimpse on how the development of a building in Celetania works as a part of our "Behind the Scenes". This is also the first time you will get to see a screen shot directly from the game engine of Celetania. It should be added that the game engine is still in the early beta phase and will be modified till Celetania actually gets released. The screen shot is as it is and was not modified to make it look better.

 

Every piece of the game world starts out as a sketch with pen and paper. This draft gets revised repeatedly till the whole graphic pipeline team is happy with it. It is quite common that there are usually dozens of pages filled with drawings until a draft is perfected. The picture on the side is a reworked state of the sketch.

 

 

Using this sketch as the foundation, a 3D-Artist creates the mesh. A mesh is a collection of polygons, which reproduce the form of the object. While doing this, the artist has to keep certain limits in mind, such as the amount of triangles used because these have an impact on the performance (frames per second) of the game.

 

 

In the following step the now 3D object must be coated with a pixeltape. The texture artist creates several surfaces which are later combined within the game engine. Additionally to the static texture, dynamic components such as the color of the player are added to mark the buildings.

 

 

The surface of every object must additionally be defined by shaders. These are mainly responsible for the illumination effects. As an example the dirty surfaces should reflect the light less than polished & clean surfaces and the windows should be glowing in the dark.

 

 

In closing all the single pieces are combined in the game engine. In an ideal case the final object has very minor differences to the appearance it is supposed to have. Once the game is released every object will be embellished by "Post Processes". These are effects such as depth of field blur, bloom (fringes of light around very bright objects) or motion blur. The following screen shot abstains from these effects and shows the source material, which is crucial for the image quality that is to be reached later.


    
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