Development Log 7 - Tom Forwood


Asset Creation (Continued)

This week has essentially been more of what I've been doing for the last few weeks in terms of asset creation and making the game environment look nice. I have been been learning and applying many new tricks with tiling textures and UV unwrapping to create a more optimized scene. I think I've also finally gotten rid of the last traces of the white greyboxing texture used in the previous stage of development, which is a nice step forward.

Main Keep/Town Square area

The interior of the main keep is now fleshed out, with the wooden beams and trims finally added to create a bit more interest. The fireplace has also been added, although id like to note that its using a tiling texture so its optimized in terms of GPU draw calls. I plan to add a bit more depth to it by using a deferred decal addon, which will allow me to add grunge and carbon blackening to it.

Main Keep interior

The back area of the main keep has also been completed, with the broken bridgeway finally being implemented. The lower section of the castle rampart is also complete, with more texture blending experimentation coming in the form of the broken ramparts on the left and right corners. I've also replaced the material used for the ground on the ruined castle area as I find this new one looks better and works well with the moss blend material. 

Ruined Castle/Main keep
Personal Reflection


As we come up to the deadline for submission I've almost finished all of the large assets and areas that need to be done before the implementation of smaller detail objects like crates, rubble and decals. My progress has been solid and steady, and I should be at the point we need to be for submission.

List of completed tasks for this week:

  • No more greybox textures in the level

-Tom Forwood

Leave a comment

Log in with itch.io to leave a comment.