Dev Diary: 9-20 (Artwork/NYC Complete)
The most challenging (or fun) world design is complete. New York City / Brooklyn. For more or less obvious reasons, I wanted to make NYC the most intricate design of all from a visual standpoint. Since I arrived to work in NY a year ago, I wanted a clear and concise representation of a city that has grown in meaning to me. And of course, Josh, the main character in this game.
With all four worlds complete in Maya, the final rush begins to solidify Doors to the City into a final product. It is back into Unity to make the disparate ingredients come together. I would not have felt right to pursue this step until the visual side was curbed, I felt. Adjustments for HoloPlayer and PC alike begin asap. DTTC will be developed in fitting time while I take on the high priority VR-HP1 god game project “Old Mortal and the Young God” for Looking Glass.
The following is more lo-fi, detailed walkthrough of the details.
While the stage features Brooklyn, Manhattan is represented as well as the ‘moon’ of the world. I attempted to stay truant to the original concept and it was the best solution to come up with rather and delegating another full day to just skyscraper design. In the end, I feel the decision made sense.
The Brooklyn Bridge is in full effect. As is Timothy Curtis’s street art throughout the world.
The highway signs give the world more depth and direction. I took inspiration from Sonic’s ‘Starlight Zone’ for most areas. If you are a follower and a fan of Looking Glass, you will notice the giant L3D cube in its own cove! As a way to give NYC its ‘chic’ glow, I found it to be the answer.
In true tri-state area fashion, toll booths make their appearance! You can advance with your ‘E-Z Grav’ pass to initiate the lower gravity to pass through the mega-loop unscathed. And yes, the loop does work in game.
The little things. For this tunnel inspired by the NYC metro, the ‘Greenpoint’ name plate is pasted on the side. The Greenpoint area is home to Looking Glass. Color wise, I feel this tunnel activates the planet the most.
Lastly: a wide view of the mega-loop. The most distinctive feature. I feel this geometry most of all is what will give Doors to the City its creative ‘feel’. The B.K.Y.N. club (no affiliation with any existing club) lines the background as well. Complete with DJ set, glowing neon tethered to the L3D Cube/Manhattan moon, and a unique ramp shooting through!
While it is in progress: next stop will be Los Angeles in a variety of locations while I am on site for Indiecade! We saw how Superchief reacted to it very early on in NY. Now for a change of coast much later on.
Next entry: sound design.
To be continued…