00:00 [MUSIC]
00:12 The graphic style in War Hospital is pseudo-realism based on historical realities.
00:18 We chose this course because we wanted to humanize our game.
00:24 The issue with war games is that people are reduced to pawns,
00:28 and from the visual side, especially featuring the 19th century,
00:32 when camouflage started to be widely used,
00:34 they're very problematic for graphic designers,
00:37 because they are in a greyish-brown color scheme.
00:41 All the units look alike, and that is what we wanted to avoid.
00:45 That is why we decided to slightly exaggerate the proportions of the characters,
00:49 so their features, relevant to our gameplay, could be emphasized.
00:53 The game Dishonored, for example, was an important inspiration,
00:57 where the proportions are immensely exaggerated, making them more expressive.
01:03 The artwork for the wars of the 19th century, when camouflage was widely implemented,
01:08 uses shades of olive and brown, resulting in a dirty mess,
01:12 with buildings that disappear into the landscape.
01:15 It was meant to be that way, to be invisible, which is precisely what we want to avoid.
01:20 The first step we took was a little unconventional during a war.
01:24 We placed our hospital within a town.
01:27 We were able to make all the green and olive-colored army structures
01:32 really stand out thanks to the town buildings.
01:35 We decided that the main playable buildings shouldn't just be tents.
01:39 Instead, we combined the canopies of the tents with wooden shacks and parts of destroyed buildings.
01:45 Firstly, we gained contrast, and secondly, it all seems as if it has been rushed, makeshift,
01:53 which emphasizes the drama of the war.
01:56 Thanks to this, each building looks a little bit different.
02:00 Another treatment we used to make this game more interesting
02:03 was a more relaxed approach to the architecture of the terrain.
02:07 The game would also have been incomplete
02:11 had we not used a massive amount of historical photographs from the First World War,
02:16 especially with our game characters, because we want to emphasize the human aspect in this game.
02:23 All 3D assets created for War Hospital start with our art director, Michał Sztuka,
02:29 who provides us with design concepts along with visual references,
02:34 which we either obtain on our own or get from the Imperial War Museum.
02:38 Then, based on these references and concepts, a high-poly model is created.
02:44 This is a model that has a high number of polygons.
02:47 The task of such a model is to reflect the geometry of every detail that is to be found on the model,
02:53 every screw, every crease, etc.
02:56 Based on this model, a low-poly model is created, which will eventually be included in the game
03:02 and will interact with the game world, the lighting, and the player.
03:06 The materials we create are PBR materials that allow for the appropriate interaction with the lighting,
03:12 whether it's a day or a night, or whether the scene takes place indoors or outdoors.
03:18 In terms of the main inspirations when creating the 3D models for War Hospital,
03:22 the buildings are modeled on Anna 1800, technically,
03:26 and when it comes to the general atmosphere of the models, we aimed for dishonored,
03:30 which combines realism with more flair and exaggeration.
03:33 In this case, exaggeration is needed to make all the models and elements visible,
03:38 as the camera is very far away and looks on from above.
03:42 Work on each level of War Hospital begins with concept art, which is prepared by Michał Sztuka.
03:48 That concept is a blueprint, which shows us the idea for the color palette of the environment,
03:54 a sample layout and lighting.
03:56 Then, I bring such a concept to life by using blockouts and white boxes,
04:02 not necessarily matching our requirements, but allowing us to depict the look of a given scene.
04:09 This way of working on blockouts and simple models allows for quick iterations,
04:14 so we can check very quickly if this level suits the needs of the game.
04:19 Next, the art department creates the final models,
04:24 objects which have already been textured and look the way we want them to.
04:29 Then, these models are inserted into the level,
04:34 and at this stage we freeze the layout of the scene.
04:37 Of course, minor changes can be made, but we try not to edit anymore.
04:41 [Music]
04:47 [BLANK_AUDIO]
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