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Dishonored : Death of the outsider // Curator and ghost town

  • kikette
  • September 17, 2017 at 11:18 AM
  • kikette
    • September 17, 2017 at 11:18 AM
    • #1

    Hello guyz ! I did few screens of my work on the new Dishonored stand alone that I wanted to share with you :) If you want to know anything about these screens, as simple as it can be, feel free to ask, it would be a pleasure to answer :) Compared to art station, the following screens are in a much higher resolution (1920*3416 instead of 1920 * 1080) and I apologyze by advance if you get any trouble dowloading them.

    On the following screens, I only did the Buildings (Models and textures). The lighting, the composition and the smaller asset are made by my great colleagues :) I'll certainly update this topic with new pics when they'll be ready. Enjoy :)

    -_-_-_-_ Curator -_-_-_-_- Architecture design by Valentin "3dnj" Levilain

    [Blocked Image: https://i.imgur.com/XdIwJPL.jpg]


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    -_-_-_- Ghost town -_-_-__-_-Architecture design by Christophe Lefaure


    [Blocked Image: https://i.imgur.com/Kit62nl.jpg]

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  • ItzOmega
    • September 17, 2017 at 12:24 PM
    • #2

    Looks really nice!

  • El Moroes
    • September 17, 2017 at 5:45 PM
    • #3

    What is this game ?

  • FMPONE
    • September 17, 2017 at 5:50 PM
    • #4

    Really inspiring stuff. I just love the bulky architecture and colors, you guys are not messing around.

  • -HP-
    • September 17, 2017 at 7:24 PM
    • #5

    Absolutely incredible!!! Loved D2, can't wait for this.

    Congratulations.

  • RaVaGe
    • September 17, 2017 at 7:41 PM
    • #6

    Really love that industrial setting, great job guyz.

  • kikette
    • September 17, 2017 at 8:30 PM
    • #7

    Thanks a lot guyz :) I honestly think that we greatly betterly mastered our engine this time and I wish you'll enjoy the game at 60 fps ahah

  • marnamai
    • September 18, 2017 at 12:57 AM
    • #8

    Great stuff! @kikette Is the Void engine still using BSP (even if just for blockout) since it's based on id-tech?

  • gav
    • September 18, 2017 at 2:40 AM
    • #9

    Seems to capture the atmosphere very well

  • kikette
    • September 18, 2017 at 3:47 PM
    • #10
    Quote from marnamai

    14 hours ago, marnamai said: Great stuff! @kikette Is the Void engine still using BSP (even if just for blockout) since it's based on id-tech?

    Hey Marnamai ! From what i Know, I think that BSP is still used but only for Trigger area. Our Architects directly works their blockout with Maya and then imports modular pieces inside the engine and this is what we get, as Environment artist, to work with :) Moroes could tell better than me about this process. As far as Void engine is Id tech based, we re wrote around 95% of the source code ahah !

  • Minos
    • September 18, 2017 at 6:19 PM
    • #11

    Fantastic work as always :D Love your style man!

  • marnamai
    • September 19, 2017 at 12:36 AM
    • #12
    Quote from kikette

    8 hours ago, kikette said: Hey Marnamai ! From what i Know, I think that BSP is still used but only for Trigger area. Our Architects directly works their blockout with Maya and then imports modular pieces inside the engine and this is what we get, as Environment artist, to work with :) Moroes could tell better than me about this process. As far as Void engine is Id tech based, we re wrote around 95% of the source code ahah !

    @El Moroes Can you elaborate a little on the workflow? Blockout in Maya => passed onto environment artists => architects implement gameplay events in editor while artists work on modular assets => env artists bring modular art pieces into the editor to dress up the level? 1) Howdo the architects start implementing the gameplay, is the blockout imported into the editor? (gotta have geo to implement gameplay) 2) What are the benefits of blocking out in an external 3D tool vs in-editor? 3) Since implementing the gameplay and playtesting inevitably leads to iteration, do the architects change the blockout in Maya or in-editor? If Maya, doesn't that create a lot of "unnecessary" back & forwarding between Maya and the editor? 4) The art is modular but does it ever impede iteration? I don't think this is the case, since additional assets can be created when required. But I guess compromises have to be made at some point (content lockdown?)

    5) How many architects worked on Death of the Outsider and what's the estimated average production time on a level (mission) from start to end?

  • kikette
    • September 19, 2017 at 2:28 PM
    • #13
    Quote from marnamai

    13 hours ago, marnamai said: Blockout in Maya => passed onto environment artists => architects implement gameplay events in editor while artists work on modular assets => env artists bring modular art pieces into the editor to dress up the level?

    That's almost that ; Architects implements the modular assets they did in the editor first before giving it to Env art. Everything should works fine first to avoid bad surprise. Sometimes, since our engine as it own constraint, It happens that we suggest few change in the layout, to get dirt gradient on a huge surface, etc.


    Quote from marnamai

    13 hours ago, marnamai said: 2) What are the benefits of blocking out in an external 3D tool vs in-editor? 3) Since implementing the gameplay and playtesting inevitably leads to iteration, do the architects change the blockout in Maya or in-editor? If Maya, doesn't that create a lot of "unnecessary" back & forwarding between Maya and the editor? 4) The art is modular but does it ever impede iteration? I don't think this is the case, since additional assets can be created when required. But I guess compromises have to be made at some point (content lockdown?)

    5) How many architects worked on Death of the Outsider and what's the estimated average production time on a level (mission) from start to end?

    2) It's not a benefit, we just do not had the right tools to work with Bsp as smoothly as in Hammer =) 3) The gameplay changes only impacts the "In editor" composition. If someone wants a broken wall somewhere, he just need to swap a generic wall with a broken one and it's over. No more works on the Env art side (Except if someone needs something REALLY specific but we are already aware of.) 4) It isn't the case since each building is already mount in the engine before the "final" art pass :) About the Content Lock down, you just have to make your request before it. If not, too bad ahah !

    5) Cannot tell the production time of a level (I guess everybody works on there own level from start to end), but for a building like the curator, It tooks me 1 month to do it, and for the whole Ghost town (Interior + Exterior) around 1 mounth and half. Vertex paint is included in the delay and can takes around 2 weeks to paint each modules in Maya.. since we were not able to do it Inengine ;( ;( ;(

  • El Moroes
    • September 19, 2017 at 4:01 PM
    • #14
    Quote from marnamai

    15 hours ago, marnamai said: @El Moroes Can you elaborate a little on the workflow? Blockout in Maya => passed onto environment artists => architects implement gameplay events in editor while artists work on modular assets => env artists bring modular art pieces into the editor to dress up the level? 1) Howdo the architects start implementing the gameplay, is the blockout imported into the editor? (gotta have geo to implement gameplay) 2) What are the benefits of blocking out in an external 3D tool vs in-editor? 3) Since implementing the gameplay and playtesting inevitably leads to iteration, do the architects change the blockout in Maya or in-editor? If Maya, doesn't that create a lot of "unnecessary" back & forwarding between Maya and the editor? 4) The art is modular but does it ever impede iteration? I don't think this is the case, since additional assets can be created when required. But I guess compromises have to be made at some point (content lockdown?)

    5) How many architects worked on Death of the Outsider and what's the estimated average production time on a level (mission) from start to end?

    Quote from kikette

    1 hour ago, kikette said: That's almost that ; Architects implements the modular assets they did in the editor first before giving it to Env art. Everything should works fine first to avoid bad surprise. Sometimes, since our engine as it own constraint, It happens that we suggest few change in the layout, to get dirt gradient on a huge surface, etc.


    2) It's not a benefit, we just do not had the right tools to work with Bsp as smoothly as in Hammer =) 3) The gameplay changes only impacts the "In editor" composition. If someone wants a broken wall somewhere, he just need to swap a generic wall with a broken one and it's over. No more works on the Env art side (Except if someone needs something REALLY specific but we are already aware of.) 4) It isn't the case since each building is already mount in the engine before the "final" art pass :) About the Content Lock down, you just have to make your request before it. If not, too bad ahah !

    5) Cannot tell the production time of a level (I guess everybody works on there own level from start to end), but for a building like the curator, It tooks me 1 month to do it, and for the whole Ghost town (Interior + Exterior) around 1 mounth and half. Vertex paint is included in the delay and can takes around 2 weeks to paint each modules in Maya.. since we were not able to do it Inengine ;( ;( ;(

    Well...thanks @kikette for the answers ^^ Just a point about your last question : there was 1 "owner" by level. The other architects helped the "owners" by making a pass of details, optimization, lighting,... From the beginning to the end, I think we worked 8 months on this project (from prototyping to the finished levels).

  • Jax0
    • November 29, 2017 at 11:17 PM
    • #15

    Hey, this whole thread is awesome from the environment art to the industry pipeline insights, thank you. I was wondering if you might answer this too... how much time is allocated to the development of one level like this? How much time for your blockout, modular pass, environment pass, light baking etc?

  • kikette
    • November 30, 2017 at 11:18 AM
    • #16

    Hello JaX0 !

    Thanks for the kind word.

    It's hard to tell exactly how many time we spend on a level, It depends of the new needs, the complexity of the specific buildings (if there is..), etc.

    To art a modular kit like the Curator, or the whole ghost town, with Collision volumes, Materials creation Materials Blendings, Bug fixing, etc, you can count about 1 full month (21 days). I really try to keep this time constraint.

    What you call "Environment pass" is certainly what we call Set Dressing and, as for Lighting and blockout, it's a Level Architect's mater :) Cannot tell ,so ^^

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