Wednesday, 11 February 2015

FMP - Concepts and Worldbuilding

So the first couple of weeks of FMP I was working on getting concepts down and doing some more world building and idea generation.

We are creating a slum environment pack and demo environment for our Final Major Project at Uni. Hopefully we will create the assets and tools to allow anyone to create a level or environment based in our city or just a generic slum environment. We’re putting a British twist on the city but other than that we are mostly creating modular, reusable asset packs.

The city is set in a large cove providing shelter from the harsh storms and winds experienced on the flat planes above. As time went on the cove has been slowly opened up by the extreme weather and the cliffs have broken down opening the city up to the incredibly harsh waves and storms from the sea. This city is struggling to survive between the windswept heaths and the destructive sea. To protect the city a breakwater was created which had little affect on the huge waves and so an even larger breakwater was created to protect the lucky and wealthy leaving behind a section of the city to face the elements. This is where our level will be situated the slum near Breakwater 31. We watched films like Children of Men, Snowpiercer, District 9, Elysium and have used game worlds such as Half-Life 2, Last of Us and Homefront as reference for various ways to create the depth of world.


After that I spent my time focused on getting the base materials down which I'll do another post for, we've also made a Polycount and Unreal thread for the project.

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