Today’s blogpost will be the first in a series that looks at the development of the urban environments SEED will eventually contain. Cities will host various types of gameplay, which is one of the things we're concentrating on currently.
So as these things go, we start with concept art. As you can see the in-house team are really having fun exploring what an entire town looks like (rather than just focusing on individual buildings). What is important right now is that we focus on what is attainable within our current production timeline and what we can technically handle. In short, we’re talking about a foundation.
Our very talented Tech Artist Philip provided a model of a city on a grid (but working within their constraints they creatively broke the grid up so the urban formation looked more organic, haphazard and closer to how an Offworld city might take shape over time). This is important to have for the Concept Artists: this is the technical restrictions upon which their imagination can play.
Next the individuality of the buildings can also play a large part in the organic sense the player will have when entering this city. Instead of having all the buildings be generic and of the same shapes and sizes like some sort of East Berlin suburb, the concept artists explored having a mix between the boxy nature of their foundations and more customisable elements such as balconies (on which a player could grow plants for example), thereby breaking the eyeline up and creating a visually interesting cityscape.
The process reflects these efforts in that the artists start off with a 3D model onto which they paint and draw their vision for a city of the future.