border

Official Development Blog

Developer Diary 2: The Art of Level DesignJanuary 08, 2010



Welcome! In our second installment of Developer Diary, we’ll be taking a sort of behind-the-scenes tour of the level design process. We’re here with Joseph Visscher, Dawn of Fantasy’s Lead Level Designer, to tell us more and to provide some fascinating insight based on his experiences over the last couple of years.

Our level design team, past and present, involves the talented Lead Level Designer Joseph Visscher, Senior Mappers Eric Zimmer and Doug Bonds, and Junior Mappers Patrick Flynn, Caleb Bergh, Bryan Oakley, Dylan Bales, Dennis Agodzo, and Chris Watkins. You’ll see their magnificent work in every screenshot and at every step in-game, from the might stronghold of Makkada to the regions you’re be starting your MMORTS empires at.

Without further ado, here's the interview:

How and when did you find Reverie World Studios, and what are some of your regular duties at RWS, as the Lead Level Designer and your other titles?

Joseph Visscher: Alexander Flegler and Konstantin Fomenko found me! In C&C 3, I was making maps under the name of JBV3737, as a hobby. I believe he might have been following me all the way back from BFME1 and BFME2, and other games for years; regardless, he got in contact with me, and one thing led to another until I became an Intern Level Designer. From there on, I’ve been climbing up the ladder.

One of my strongest skills I feel is the ability to learn new things. I branch out to the duties that need to be done, because I feel I have the power to learn everything I need to do the duties I take on. I started as a mapper, but soon found myself fixing various coding errors and creating brand new features, such as the dynamic fire and the AI coding for the labourer/peasant/worker units.

This kept on going and going to the point where I now have the ability to create an entirely new existence of a unit from a concept through modeling, texturing, rigging, skinning, animating, coding, scripting, and making sounds for the object or unit, which can then be added to the game’s maps.

Having the ability to govern most aspects of all development is a valuable asset in the success of the game in general: I can fill in for almost anyone in any development position if they are unable to complete all of their tasks, which greatly helps defend production times if one department is falling behind.

Therefore my duties are in whatever department most needing an extra hand at that time.





Behind the Scenes of one of our Elven NPC Towns



And I heard a little about the story of when you met and hired Eric Zimmer, another big name in the mapping department. Care to elaborate?

Joseph: Haha, sure. Well before I really knew Eric, and right after I joined Reverie, I entered a Command and Conquer 3 mapping contest, sponsored by Electronic Arts. I was designing under the name “JBV3737.” And Eric, who I had heard of, but didn’t know very well, entered as “King Base.” Long story short, this contest soon turned into a “Battle of the Titans,” and, come the results, we were neck-in-neck. I managed to come in first out of 29 people, and Eric was right there behind me, in second place. So that’s how I met Eric, and shortly after seeing his talent, I invited him to join Reverie.

A little ironic. Two big titans clash together, only for the victor to invite the loser into a real industry. Though I don’t think I would call 2nd place much of a loser. ;)

After Kon's draft is complete, about how many hours does it take to design the average stronghold and its surrounding terrain? Not including any of the scripting.

Joseph: It depends on the environment you are creating. We have map templates for each type of environment, which can easily be copy-pasted to create groups of objects and terrain, allowing an experienced designer to create a new map in mere hours. With the increasing amount of environments and maps we create the easier it is to create a new map and environments.

If you plan on creating completely new and unique terrain without any templates, it can take much, much longer depending on your skill level and speed.

For me, probably around 7 hours per map, depending on the size and uniqueness of the stronghold. But this is after working out, through trial and error, a stable design process after designing 25-30 strongholds. My first map, a mountainous region for a human base in the MMORTS campaign, took around 60 hours to complete. It had hundreds of thousands of objects that I placed by hand, including tiny sticks and stones and other detail objects. I also created the first Dawn of Fantasy waterfall on this map, which was an experiment with our particle effects system. With that said, I could complete a similar map in five hours, making use of my acquired experience and the region terrain library. 

Wow! 60 hours cut down to five? I take it you found a pretty big learning curve in the editor? How many maps did you design before you felt like you were using your time practically - not as efficient as today, but enough to know what all the functions did, and the theory behind designing what you or Kon previsualized?

Joseph: Not really. My first map was to learn all the various functions of the editor mapping-wise, which I did with little trouble in only a few hours. On my second map, I began to script with LUA making a cinematic and actually a small mission map with your hero. I also created some new eyecandy techniques and approaches, including the fallen Great Elven Tree, which you’ll see used as a bridge between cliffs in many of our maps.

The functionality learning curve is very little, you will jump in, and in a few minutes you will know what each tool does. However, the tools are more powerful than simple; your overall potential is based upon your talent and skill in mapping over than your knowledge of the editor.

Over the years of working with Reverie in mapping I have become a lot better now than when I finished my second map with Dawn of Fantasy, but it wasn’t an improvement with knowledge of the editor or editor functionality, but rather a improvement of myself and my artistic mind in creating environments and levels, which is not a part of any “learning curve”.

Very nice. So you got past the learning curve, more or less, within your first three maps?

Joseph: The first map. Not even the first map, I never finished it because I wanted to move on and explore the scripting in the second map.

Over the years, we've come up with a pretty standard process for approaching level designs, starting with meetings between our Producer and Writers to articulate the basic geography, historical, and political key points of each region or stronghold, at which point our Producer would come up with a few drafts and pass them on to yourself on behalf of the mapping department. Through your experiences, have you come up with a personal standardized order to speed up your design process?





Ral Nistro through the Development Process



Joseph: Map Design is always first, you must know what you are creating, and you must envision it. If you have to, even sketch a design of it on a napkin, showcasing all the major elements of your map including mountains, roads, bridges, water, rivers, strongholds, etc.

After the basic map design is laid out in the editor, you begin on ground elevation for your mountains, river beds, stronghold locations, and what not. You should also do the basic water level elevations in the map for lakes, rivers, and swamps as these closely tie in with ground elevations. 

Most maps have major eyecandy and leading game elements that need to effect the map rather than the map effecting them. These elements should be added early in the level design process, so that the map gets created around it instead of trying to make room in the map for it after. These would include bridges, waterfalls, stronghold walls, Great Elven Trees, and important buildings.

Next would be game-affecting objects such as resources, mines, mills, wheat fields, and most of your trees and forests. I normally try to add as much eyecandy around these areas as possible as the player will be viewing these areas the most. Instead of having a gold mine in a meadow standing out in a pile of grass, I could slam it against a mountain and make a small open mine pit with scaffolding and mining equipment.

Next, I start adding various objects depending on their size and importance to the environment and areas, but still try to keep them in clusters of major eyecandy that I want the player to see. At this point the map’s elevations are done, stronghold walls, water, bridges, large objects and eyecandy, villages, major buildings, and all major trees and forest areas. But still blank in some ‘generic’ areas.

I texture the ground with terrain paints, adding forest undergrowth textures under trees and rocks, and cliff textures on cliffs and steep elevations, etc. I also polish the texture of the roads, which should be added onto the concept design.

After the entire map is textured, I start going from area-to-area, adding small vegetation such as bushes, cattails, small rocks, sticks, logs, stumps, mushrooms in forest and meadow areas depending on the map’s environment and what it needs; underground caves don’t have bushes or cattails but still has mushrooms and rocks.

I mostly use generic group object templates for logs, bushes, swamp cattails, etc., that I made a year ago for this very purpose.

And finally, I polish all corners of the map. In this stage, you finish the strongholds villages, add the last props, and check the map and add any eyecandy you missed or want to add. Then, you start adding animated grass to make meadows and what not. After all the visible objects, you add invisible walls which prevent units from going up or down cliffs or into impassible or forbidden areas.





Expect to be immersed in a beautiful 3D fantasy setting as you travel throughout every inch of Mythador.



Have you found that you're able to design the strongholds just as well as you previsualized them or do you run into some roadblocks? I know this is no problem for you, Joe, as you just model new props. ;)

Answer to all of these is quite simple: If you want to be creative, you have to be creative and improvise in a professional standard; with the power of the editor and our engine one of the easiest things to do is to improvise, if you’re… creative that is. For example, I’ve always been meaning to model 60º and a 90º wall turns, thanks for the idea to eradicate the last of my stronghold design problems. Whenever I need a new prop, such as a drain pipe, I just model it and put it in the map. Other times, I get by with creating “new” objects from a collection of old items. This was the case with Makkada’s Execution Pit. All I did was place a few wall pieces, a couple Orc palisade towers, a wooden board, some spikes, and some corpses in red colored water. Nothing modeled, nothing coding, just improvised the editor functions and existing objects to create something new with something old, which actually did end up fooling a couple people.

Thanks for your time, and keep it up!

Joseph: Thanks!




After hearing from the level designers, we're giving readers the choice of which NPC Town we showcase in a future Fantasy Friday. We probably won't have enough showcases to get them through them all, so pick carefully! The town with the most votes will be showcased. Your choices: Denwall, Darssen, Thorndale, Gelmeerim, Illas Tortra, Uttal Atros, Nokkrasol, Pultak, Ral Nistro.



Developer Diary I: An MMO What?December 25, 2009



Hey guys! Welcome to the Reverie World Studios' new Developer Blog, custom coded by our own Danny Vink, and the first installment of Developer Diary, a series of articles by various Dawn of Fantasy developers, taking you behind-the-scenes of the game’s development.

It’s Alex Walz here, representing the Dawn of Fantasy team as the new Head of Public Relations and Assistant Producer. I’m a long time Ogre Concept Art - DoFgamer/columnist, recently turned publicist.  And I’m hoping to share my experiences and my thoughts on the gaming industry with you, as well as to provide a glimpse into all the development work currently going into our upcoming MMORTS, Dawn of Fantasy.

Right now, most of our devs have been busy pulling ten-hour shifts to finish off a new, polished build, “Alpha 10.0” (you may be glad to know that our next big build will be proudly labeled “Closed Beta 1.0”), to send to our publisher - but we have a bunch of plans for the near-future. So you’ll be seeing a lot more of us, as well as media, editorials, and interviews as we count down to the beta. 

The level and stronghold design aspect is just about complete, and most of the MMORTS quests and dialogue have been written out and are being scripted as I write this. The skirmish modes are up and running, and will undergo 150 hours of Quality Assurance testing this week alone. At the moment, we’re looking at about eighty techs per race, a unique base-building approach and economy for each race, and hours of PvE quests and dialogue. The scripters have been hard at work polishing a new user interface, and most of our programming attention has been directed to online playability.

And as far as the current build goes, you know you have a good game when the devs grudgingly struggle to put their battles and questing on pause long enough to head to the office. I often chat with our Executive Producer, Konstantin Fomenko, after he signs out of one of his 8+ hour shifts only to find him in the middle of fighting off hordes of orcs or completing “just one more” quest in his free time.

As I was browsing through our forum, it was clear that many fans are still struggling to comprehend the MMORTS gameplay, which is understandable as Dawn of Fantasy offers the “first true MMORTS experience.” The MMORTS, or the Massively Multiplayer Online Real Time Strategy mode, is a unique consolidation of RTS and RPG elements. The MMORTS features a persistent online experience, from the economy to the intense action.

When I went to create my first MMORTS account, I was given a choice of race (I chose Elves), a choice of the region in which their homeland will be based (the Taltos region), a choice of two mastery traits (Siege Mastery and Alchemy for me), and the option of naming my homeland (Leso X’ Illas Erdro – taking a note from the writer’s book; roughly translates into the “House of Life and Death”).  These early decisions are very important, as the player’s homeland is the equivalent of an MMORPG player’s character. The player will be building up his or her homeland throughout the progression of the campaign.

From here, I got to work training my first units, constructing tree-top buildings, researching techs, and tasking my wardens to gather resources. In contrast to the skirmish modes, building, training, and upgrading all take a great deal of time and resources; so, since I created my account, I have Armory Concept Art - DoFbeen adding to my homeland bit-by-bit, rather than establishing a mighty stronghold within the first hour and neglecting it after that. Due to the persistent environment, the action will keep rolling even after the player signs off. Shortly before logging off, I ordered the construction of a new war lodge and a couple dwellings, and grouped a caravan and some guards to head to the elven city of Illas Tiltos, the capital city of the elven realm, to purchase some food from the markets. When I signed back in the following morning, my buildings were constructed, my units had reached Illas Tiltos, and I was welcomed back with an accumulation of new resources that had trickled in overnight from my economy. The only aspect that isn’t persistent is in regard to war – offline players cannot attack or be attacked.

Going back to the inclusion of RPG elements, right off the bat, I was immersed in a fantasy story-driven environment, revolving around large-scale quests. As soon as I made my account, I met an NPC (non-playable character) advisor at my new hometown. This advisor introduced me to the MMORTS world and gave me my first quest – to defeat various bands of goblins and other foes haunting the region. I sent out my hero, who I put to use later in the game to talk to other quest-givers and the merchants of each neighboring town, and a couple battalions of my sword-wielding sentries to go goblin-hunting, which turned out to be an easy first task. It wasn’t until I reached a wild ogre, that my men were tested. Marching in with heads held high, I sent everything I had at him… only to watch half my men fly back with a single swing of the beast’s club. I spread out my remaining men, and targeted the ogre’s attacks on my hardy hero. After seeing another two groups blown backward, the ogre fell to my blade. After looting its corpse for good measure, I surveyed the damage. Two-thirds of my men had fallen, and one battalion and my hero had gained a level in experience, which increased their hitpoints and a stat of my choice – I chose to up my hero’s damage points and the sentry battalion’s healing rate.

Overtime, these quests got harder and more complex, sending me throughout all the game world of Mythador. Most of the quests I accepted were PvE (Player Versus Environment), but there were a few PvP (Player Versus Player) quests, in which I was asked to engage in, and Elven Mor Concept Art - DoFwin, battles with others player of equivalent rank in a specified region. As I progressed, the dark secrets of Mythador began to unravel and the quests became more obscure as I traveled throughout the land, which lies in ruin following the recent, devastating War Without Kings and trembles once more. A new conflict was in the wind, and the wind was building.

As for the massively multiplayer aspect, players can interact with the environment and other players via the world map. From here, I was able to group armies to send marching over the vast plains all of Mythador. These armies can interact with any of a number of NPC towns and other players’ homelands. Upon arriving at another homeland, players can wage war in a PvP battle, or form mighty alliances to take on the best of the best or even the NPC strongholds themselves.  Of course, if a player wants a quick match, Dawn of Fantasy features an auto-match system to find online players who would provide the best battles. Within each NPC stronghold, players can engage in quests from the local citizens, and head to the markets to purchase goods or to hire mercenaries local to that region. Right now, we’re still hammering out the PvP details and connectivity, so we can’t release specific insight, but we will be able to share much more about PVP and team gameplay come Spring.

To put it simply, the long-term goal of the MMORTS campaign is to complete all the story-driven quests, build up a massive city with a thousand plus subjects, protect this city from enemy raids, and attack other players’ cities, gaining fame for yourself and for your guild. 

Well, that’s it for today. Thanks for reading, and be sure to bookmark this blog, and check back for developer interviews, podcasts, never-before-seen concept artwork and other media, sneak-peaks into our studio environment and development tools, and thoughts and progress updates from the team. Happy Holidays!



Dear Diary: Have a question regarding Dawn of Fantasy gameplay or development? Leave us a note in the comments, and we may address it in a future Developer Diary.



border
border
border

Copyright© Reverie World Studios, inc. 2008-2009. Dawn of Fantasy and Reverie World Studios are trademarks of Reverie World Studios, Inc. Developed by Reverie World Studios, inc. All Rights Reserved. All other trademarks are property of their respective owners.