00:00Hey everybody, this is Chris Perkins, Creative Director of Pantheon, Rise of the Fallen.
00:06So back at the beginning of 2015, we released an update talking about Pantheon's trajectory
00:11and how part of that was going to involve swinging this pendulum back towards the direction of quality.
00:17And so that's what this update video is focused on, highlighting for you guys the work we've been doing since
00:23the beginning of the year to make that shift.
00:25The first area we're going to look at is how nears pass.
00:28And to better explain the work that's been done here, I asked John D'Espera, our lead world and environment
00:35artist,
00:35to hop in Hal Nier with me here while I'm taking footage and to give his high-level explanation for
00:42the community
00:42of the work that we've done and how it's being manifested now visually.
00:47So thanks for hanging out with me here in Hal Nier, John. It's all you, bro.
00:50Thanks, Chris.
00:51So basically, one thing that we needed to do was to push what the Unity Engine could do.
00:59So we needed to look into new ways of rendering inside of the Unity Engine.
01:05What we did first here is we included physically-based rendering on our foliage, trees, and terrain.
01:14Basically what that means is the way the materials, the textures of our environments interact with light
01:21is more complex than Unity's traditional regular rendering system.
01:26So you end up getting a lot more detail.
01:29The lighting looks a lot better.
01:30The atmosphere looks a lot better.
01:32And then on top of that, to even further it, we increase the amount of textures used.
01:36So we have more rock variation.
01:38We have more grass variation.
01:41Granted, that's in the environment.
01:42You know, in a desert, we have more sand, more types of rock, different types of sediment.
01:47Then our method for producing that texture coverage, that initial texture coverage is somewhat more complex than it was before
01:56as well.
01:57Essentially, we procedurally generate texture coverage based off certain constraints of where that, you know,
02:03where could sand lie in the surface or something like that.
02:07So we get a really nice initial pass over our textures, even at a really early stage of development.
02:13We get a lot of detail that helps us keep creatively driven.
02:18And we can build on top of that strong foundation as we're entering assets, you know, physical assets into the
02:24environments.
02:25And having that solid foundation really increases the quality overall.
02:31The final piece we want to highlight in this update video is the transition into making our own unique modular
02:37assets.
02:38And to show off some of this process, we're going to reveal another area that's in development called Faerthale Forest.
02:45This area is deeply connected to elven lore and sits just outside of their starting city.
02:50One tool that has really accelerated our development so far has been the Unity Asset Store.
02:55By using those assets, we've been able to start building a visual reference of Pantheon's world.
03:00And this has made the programming of all of Pantheon's different fundamental systems much easier.
03:05But one thing we've been committed to from the beginning is creating a truly unique game world based on Pantheon's
03:12lore and story and legend.
03:14And to do that, we need to take the different cultures and peoples and places that we're riding into Pantheon's
03:19lore
03:19and then develop unique art assets to represent them inside of the game.
03:23Everything from armor and weapons to architecture, even the player models themselves.
03:28So beginning that process has been a major milestone for us since the beginning of the year.
03:32And we want to show off a little bit of the fruit of that now.
03:40And we want to show off a little bit of the fruit of that.
04:08Thanks for watching our first video update of 2015, the first of many more to come.
04:13We'll see you in Terminus.
Commenti