SUBSURFACE THE GAME

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Character implementation

by Tomas on Feb.27, 2009, under Uncategorized

After some tweaks the character has been merged with the enviroment
here’s a little preview from the engine

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Anatomy of an enviroment

by Tomas on Feb.17, 2009, under 3D engine, lightmaps, shaders, texturing. importing models

As the subsurface game is a submarine adventure, it wouldn’t be complete without a loading bay. Part of the surface ship supporting the expedition the loading bay is where the player gets introduced to the story and the characters, as well as the main interface for starting the gameplay.

It will serve as a brief exploratory space and enviroment to showcase the virtools 5.0 character animation features.

Just to showcase how easily the scene has been accomplished inside the engine, here are a few steps of implementation

step 1 : importing the model. This image is of the bare model including only vertex colors for a base shading, and as a base for future shaders (ambient occlusion etc etc)


step 2 : Adding lightmaps. Basically this is a static scene, there will be caustics (more on that further on), but the general area can be lit with a static lightmap generated in this case from 3Dstudio Max.

step 3: Detail. Due to the speed of production and the online requirements we forego explicit lighting on the detail and interactive objects, this also serves to shows you can combine many techniques to get an overall result. In this case the details receive vertex coloring to light them from the same solution as the lightmap. The waterplane in the bassin receives a virtools standard water shader with some reflection effects.

step 4 : Postprocessing. As this particular doesn’t have a HDR solution (time limits prohibit this), its more an example of how to combine effects and techniques to achieve a certain artistic result.
We’ve add some bloom post processing to enhance the lighting and get a decent amount of glare to expose the sunlight coming from the deck opening. Also as it features a water bassin or moonpool we figured it would require some form of caustic on the ceiling and ambient area’s of the pool. For this we’re projecting a video of waves on those area’s, which gives the illusion of reflection of light on the water surfaces.

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Concept Art kickoff

by Tomas on Feb.05, 2009, under Uncategorized

The start of any production is as import as any other phase, and has the potential to define the endproduct more than any other.

In a rapid production cycle we like to hit the floor running, this means visualising game and setting ideas as early as possible. Offcourse the old sayings are all true, visuals will explain more than words, especially in a visual medium. But besides getting people involved it also can halp to do rapid sketches as part of the brainstorming phase, extending it past early discussions and keeping the progress fresh in the minds of the team.

Here’s a few samples of concept art for Subsurface, you can already see the different art styles influencing gameplay ideas.

The first is a retro look made by our Art lead, co-founder, and concept artist extraordinaire Yannis bolman.

Here’s another made by myself as a fast sketch, with a very different approach.

Already you can see the different approaches. In future posts we hope you’ll get a good idea how the concept art lead to the final design.

Just some inspiration snippets

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