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Art. Constructors in Gameworld

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Art. Constructors in Gameworld

Intro

Building a game world is a challenging task. First, the artists should get technical tasks and understand how their assets will work in a game environment. For this, a technical lead and art lead build technical requirements depending on the game platform, camera view, and object count in the frame. 

Our Contribution to This Game

Challenges & Goals 

The goal was to build locations for gameplay of Skiesverse, and the target platforms were browser WebGL at the start and mobile devices later. From a top-down view, the count of visible characters should be about 20 simultaneously.

Solutions & Expertise

Technical tasks for the location were prepared according to the platform specifications. WebGL doesn’t have such a problem with draw calls as mobile platforms do because of the hardware “bridge” between CPU and GPU. On the other hand, WebGL has more issues with memory because of browser allocation limits than mobile devices. 

For every platform, the team has developed specific tools, such as combining geometry and creating an atlas for a group of items. 

While the development team managed the technical process, the 3D department worked on asset creation. The main goal was to prepare constructors for groups of objects to make them variable but keep them within memory limits. 

The team managed to optimize some variable object groups with the same material well and use them to create different locations.

 

Case Benefits

01
Optimized constructors for various groups of objects
02
Prompt scene loading
03
Well-managed project resources based on addressable groups
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About the author

Anton

Founder

A serial entrepreneur with over 20 years of hands-on game development experience, Anton Paramonov is currently Founder at Galaxy4Games and CPO at Whimsygames, He spent nearly a decade building and operating mobile titles at Whaleapp, one of Ukraine's leading interactive entertainment companies, before founding Galaxy4Games in 2020 to encode that operational knowledge into a proprietary modular development system. Anton architected the studio's core In-House Technology foundation, including its Modular Solutions Library, Game Application Template, and LiveOps Framework, which now compress client development timelines by 30-50%. A recognized voice in the industry, he has spoken at Pocket Gamer Connects Barcelona, the HIT Games Conference in Berlin, and the TUM Blockchain Conference in Munich.

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Years in game development

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Experts and professionals

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Mobile and social games development

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Web3 projects delivered

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