Art. Constructors in Gameworld

#3d
09.07.2024
Anton Paramonov
Anton Paramonov

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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