Hey,
I was watching a Witcher 3 video:
and what stroke me (once again) was the layout of the open-world design - for both Witcher 3 and CP.
Does anybody know how CDPR approaches it?
I mean, I have seen many of their presentations, but come to think about them, they mostly mentioned level design in relation to e.g. quest design - how they deal with different walkthroughs through quest locations, etc...
But how about the design in general?
The general layout of nature - mountains, rivers, forests, valleys, caves, shores, snowy peaks, vegetation,...
Design of inhabited areas - villages, cities, abandoned villages, and paths between them,...
Decoration objects - benches, rocks, fences, street shops,...
I remember an interview with Jose Teixeira where he said CDPR had someone with expert knowledge about vegetation, Pawel Sasko mentioned that piles of trash in CP were generated using Houdini,...
Does anybody know e.g. how CDPR creates these open natural areas - forests, meadows, Badlands in CP,...?
I was watching a Witcher 3 video:
and what stroke me (once again) was the layout of the open-world design - for both Witcher 3 and CP.
Does anybody know how CDPR approaches it?
I mean, I have seen many of their presentations, but come to think about them, they mostly mentioned level design in relation to e.g. quest design - how they deal with different walkthroughs through quest locations, etc...
But how about the design in general?
The general layout of nature - mountains, rivers, forests, valleys, caves, shores, snowy peaks, vegetation,...
Design of inhabited areas - villages, cities, abandoned villages, and paths between them,...
Decoration objects - benches, rocks, fences, street shops,...
I remember an interview with Jose Teixeira where he said CDPR had someone with expert knowledge about vegetation, Pawel Sasko mentioned that piles of trash in CP were generated using Houdini,...
Does anybody know e.g. how CDPR creates these open natural areas - forests, meadows, Badlands in CP,...?