Reflection #4 - The Environment


The Initial Phase: 

We aimed for a very low poly style and the block-out for the first build we shared in our initial update led us to consider how much more detail could be brought in for the final teaser. It was an interesting phase of development wherein I had to strike a balance between compromising detail and having a highly stylized version. The aim was to cleverly use polys to have a more mature style.  

The Final Phase: 

After the first build, I decided to experiment with rocks and boulders to capture two things by utilizing more polys: 1) roundness, and 2) sharpness. This is where I found a style I could be consistent with. 

 

However, it wasn't all that easy. Often times while working on minute details, I'd carelessly forget about the poly count relative to the scale. I had to bring myself to approach it more consciously. If I had one environment piece done, the best thing to do was to hold it as a reference for maintaining a consistent spread of polys. Decisions like avoiding grass pieces had to be taken in order to curb the style more effectively. It enormously helps to have other people watch over your progression because they are always available with fresh eyes and with a different headspace.   

As I progressed from one asset to the other, it became easy to work with the style. 

One thing that I kept in mind was having sharp corners when creating grass-topped cliffs. As for a platformer, slopy corners lead to faulty jumps. So, I had to be mindful of the purpose of these assets too. I attached rocks to parts of the cliff where the edges were relatively smoothened. 


Trees and bushes made the island come alive. 


I still strongly believe that I only touched the surface with this style. I had to abandon working on these pieces as the deadline was around the corner. Although I'm into realism(high materiality, etc.) but I'm starting to feel passionate about a more stylized way of actualizing breathtaking environments.   


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