Saturday 4 April 2015

Container City, Week One

First project back after Christmas tasked us to create a section of a city or inhabited area created entirely out of shipping containers. This was a group project and we needed to show at least some small element of interactivity and playability in the level.




On the first day we sat down as a group and discussed various ideas on themes and locations for our container city. We came to around 26 final ideas that we liked, including prisons, rebel bunkers and a drug cartel, but the one we eventually decided on was a container city that would be inspired by the Kowloon walled city in Hong Kong. A densely populated and ungoverned fort like city built entirely from layer upon layer of makeshift buildings and scrap that was demolished in 1993.

What attracted us to the idea of a container city based upon Kowloon was the dirt, grittiness and dark dystopian nature of the city and its maze of alleyways filled with makeshift shops and houses. Kowloon is a city built upon layers. We thought this would make a great game level with lots of potential for detail, material definition and verticality.

Another aspect of this project we were going to have to learn was modularity. This is a very simple concept in Game design and refers to how individual assets can be reused and recycled in various ways throughout a level or game. This can include simple assets such as separate sections for networks of pipes, or larger more complex sections of dungeons or buildings. In our case, we were going to employ modularity by having a primary container repeating throughout the level that was going to be edited in different ways via other smaller assets such as windows, pipes, shop stall etc.

A good source we used to learn about modularity was Bethesda artist Joel Burgess's blog post on Modularity in Skyrim 

Another large part of this project was going to be the level design. This is something none of us had touched upon as our course is largely focused on creating art and assets. We struggled for a good while debating our level design, and decided to blockmesh a few of our ideas and get some tutor feedback before deciding on a final layout.

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