Session: Environment Design and the Power of Simplicity
Check out a great talk by Thiago Klafke on how to tackle complex tasks more easily.
Thiago Klafke has recently shared an in-depth post and a talk on making game environments using Overwatch's Junkertown as an example. The artist discussed the power of simplicity, repetition, self-containment, and propagation. The session focuses on using these tools to deal with complex tasks more easily. Klafke showed how to work with a level design blockout, simplify work early on, and more.
"Junkertown was one of my favorite environments to have ever worked on! Not only I'm a huge fan of the style, but this map allowed for so much creativity," wrote the artist. "When we started, we only had very faint ideas of how we wanted the map to look like. The look really grew organically and naturally, a reflection of how the map was laid out (by the very talented Dave Adams!). Its winding corridors and wonky architecture allow for a lot of interesting gameplay and vertical action."
The artist was responsible for the majority of the architecture in the outback area (ranch), and scrapyard arena. He converted the level design geometry to first pass art geo, figured out the architecture style, created tiling textures and trims, ground mesh, and backdrop vista.
Want to learn more about making maps? Make sure to watch the full talk above and read the original post here.