Bring back lost lover in USA, Canada ,Uk ,Australia ,London Lost Love Spell C...
Bigpoint: Game of Thrones: Bringing Westeros to Life
1.
2. My Background
• 22 years making video-games
• Started out as an artist
• Moved into Art management role
• Moved into production role
• Currently Sr. Producer on Game of Thrones at Bigpoint
3. World-Building
• I started my career creating 3D Stadiums for
sports games
• Worked on several large scale RPG and RTS
games with very large maps/levels – each
posing unique design, art and technical
production constraints.
4. What problem are we solving
We want to faithfully represent the look and feel
of Westeros in a richly detailed game.
The challenge for us is to do this in a web-
browser that runs on low spec machines.
5. What problem are we solving
Historically most web-browser games have been
2D or if they are 3D, they have been much
smaller games.
Game of Thrones: Seven Kingdoms seeks to
change this paradigm in creating large-scale
terrain visualizations in 3D, playable through a
browser.
7. WESTEROS
Isometric view with zoomable camera and
large scale terrain visualization.
Game of Thrones: Seven Kingdoms – Pre-Alpha in-game screenshot
8. WESTEROS
• There are seven “kingdoms” that occupy the different regions of Westeros
– each with it’s own geographic and architectural style
9. WESTEROS
• Westeros has several different ecosystems – a
snow filled Northern region, a desert-like
Southern region and many differing types of
regions in-between.
10.
11. WESTEROS
• Westeros is supposed to be around the size of
South America – or 7000KM long*
• The Wall is estimated to be 500 KM long
*speculation!
17. WHAT TOOLS DO WE USE
• Proprietary Engine - NEBULA
• World builder
• Brushes
• Maya
• Articy
• Various texture-making tools
• Proprietary tools
18. TECHNICAL FACTS
• SERVERS: The game world is split into
different servers – this allows us flexibility and
also to shift the server load around.
• It is technically still on the same map
19. TECHNICAL FACTS
• Persistent: Every change that happens on the
map happens for all players. You affect
everything in the world…..and can see
everything everyone else does to their game.
21. TECHNICAL FACTS
• Step 1 – Terrain Creation:
• Terrain is generated in World Machine 2
• Terrain is exported as Tiled Export
• Maps generated: Height map, Color map
22. TECHNICAL FACTS
• Step 2 – Terrain Export:
• Terrain is exported as Tiled Export to Nebula
(our proprietary game engine)
• Our engine automatically generates LOD´s
(Level of detail) for the Terrain
23. TECHNICAL FACTS
• Step 3
• Models and animations are exported from
Maya (Using Granny export)
GAME
24. TECHNICAL FACTS
• Step 4 – Tree Brushes:
• Tree Brushes: Artist Create a Point Cloud
(locators) in Maya and Export to engine
25. TECHNICAL FACTS
• Step 5 – Node Network:
• Import the Node Network Data from Articy into the Nebula Editor
• 3d Assets are connected to the Nodes automatically
26. TECHNICAL FACTS
• Step 6 – Placement of Assets on the World Map:
• Adjust the Node Network by repositioning the Nodes
• Adjust the Roads by adding and manipulating Road
Points
27. TECHNICAL FACTS
• Step 7 –Ground Detail:
• Decals are generated in Maya and exported in
the same way as Static Models
• Decals are placed on the World Map in the
same way as Environment Assets
29. TECHNICAL FACTS
• Other Polish Steps include:
• Global Lighting
• Regional Lighting (Light Trigger Zones)
• Rivers – uses planes with animating shaders
• Ocean – uses planes with animating shaders
• Particle Effects place throughout game world
• UI Icons (3d Icons) place throughout game world
30. TECHNICAL FACTS
• ONLINE AND OFFLINE PLAY IN A PERSISTENT WORLD
Game of Thrones: Seven Kingdoms – Pre-Alpha in-game screenshot
32. DESIGN
• Balancing such a big map is difficult……the design team uses custom made brushes
to paint on resources and player locations.
• As the designers can re-paint an entire region in a few hours using these brushes
helps to fine-tune the game balance which needs fast iteration.
34. DESIGN
• While the map is still huge – ensuring we can get enough players occupying a
specific region is always difficult. It takes time for the brushes to be created so
that the world does not feel too crowded.
• We will use a “instancing” of each region once they are filled with players –
however there will be common areas for all players (PVP region and special quest
locations)
36. DESIGN
• The designers also need to split up the PVP region (represented by the Riverlands
in the Game of Thrones world) so that we do not show too many players at once
and bog down the game engine.
• We also use a “fog of war” to prevent the PVP and PVE region from showing too
many players and becoming visually too noisy. Visual acuity is important to our
gameplay
38. DESIGN
• The world is connected by roads – we can block off many areas by not having any
roads lead through them until we are ready to unveil that region.
• Utilizing roads and a node network gives us tight control over where players travel
and also is an important part of our gameplay strategy.
40. DESIGN
• We also utilize a separate screen to showcase the players base – this allows us to
add in more detail than what is possible on the main map. The Castle (or Keep)
will show it’s visual upgrades in both screens so players can see where other
players are at around them.
41. DESIGN
• In order for players to travel around the map without taking hours we have added
in fast travel locations – these are represented by camps and docks throughout all
of the regions. Each of these regions is on a different server.
• We originally allowed players to travel without using the fast travel system but the
gameplay was simply not fun and did not fit with the game style.