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Devlog 1 - Environment Design

[p]Greetings,[/p][p][/p][p]As we're heading toward the Alder Forge 2 EA Launch, it's time I resume the tradition of the Devlogs, showing the Alder Forge community, veterans, and newcomers, behind the scenes, starting with the first Devlog, focusing solely on environment design.[/p][p][/p][h2]Pipeline:[/h2][p]The pipeline of the environment design of the Alder Forge 2 is a bit similar to the previous entry, albeit technically, with an important addition of a new process (Blockout and Scaling), and also focusing on PBRs and cultural identities from the lore built from the previous entry. The pipeline established in November 2023 for the Alder Forge 2 and prior to the start of its first environment, "Minerva Underground," is as follows:[/p][p][/p]
  1. [p]Real-life environment research and establishing a "MoodBoard."[/p]
  2. [p]Preparing the environmental master shaders. (Example: Bricks, Concrete, Wood, Metal, etc).[/p]
  3. [p]Grey Blockout and Scaling. \[Footnote 1][/p]
  4. [p]Designing the Largest Modular Assets from the Blockout shapes. \[Footnote 2][/p]
  5. [p]Designing the Middlesized Modular Assets from the Blockout shapes.[/p]
  6. [p]Designing the small Modular Assets from the Blockout shapes.[/p]
  7. [p]Designing the props, debris, and decals.[/p]
  8. [p]Lighting, Atmosphere, and Color Grading.[/p]
  9. [p]Optimization and testing. \[Footnote 3][/p]
[p][/p][hr][/hr][p]\[Footnote 1]: This is the new process that was ignored in the previous entry to gain speed in delivering the four chapters to the Alder Forge community, but established in the Alder Forge 2 as it has proven its importance in the environment design, especially when it comes to scaling.[/p][p][/p][p]\[Footnote 2]: This is the most well-known strategy used in the video game industry, and specifically the environment design, as it is advised when moving from "Blockout" to "Designing the Modular Assets," to start with the largest pieces, then move gradually to the smallest.[/p][p][/p][p]\[Footnote 3]: This process is similar to the one explained in the Devlog of the previous entry, with the addition of a Ray-traced lighting inspection mode.[/p][p][/p][hr][/hr][p] Image subject: Example Master shaders PBRs prepared for the Minerva Bailey.[/p][p][/p][p] Image subject: A Few of the Largest Modular Assets Designed for the Minerva Bailey.[/p][p][/p][p][/p][p]Image subject: A Few of the Medium Modular Assets Designed for the Minerva Bailey.[/p][p][/p][p][/p][p]Image subject: A Few of the Small Modular Assets Designed for the Minerva Bailey.[/p][p][/p][p][/p][p][/p][p]Image Subject: A view of Minerva Bailey.[/p][p][/p][h2]About Minerva:[/h2][p]Minerva is the new fortress built in the Valley of the Twelve, after both the Fourth and the elderly Third Squadron agreed on Adriel's idea of taking over the "No Man's Land," and turn it into a High Council command center, this, of course, influences the type and style of architecture of the fortress in question, as the High Council is an international confederation, the style should be a mix of its member nations and their cultures.[/p][p][/p]
  • [p]Exterior: Orvysian Gothic Architecture \[Footnote 4][/p]
  • [p]Interior: Elysian Gold trimmed interiors (Minerva Central Style)[/p]
  • [p]Gardens: Meredithian Expertise (Pax Gardens)[/p]
  • [p]Wood and Craftsmanship: Roynar Way (Shop Area)[/p]
  • [p]Steel Work and Bridges: Orphelian Style (Elevators and Light Posts)[/p]
  • [p]Cuisine and Library: Kurnian Style [/p]
  • [p]Cooling and Heating: Potravian Expertise[/p]
  • [p]Armors for the Silver Helmets: Sun Empire[/p]
  • [p]Textile and Fabric: Saltrian Expertise[/p]
[p][/p][hr][/hr][p]\[Footnote 4]: These are in-game cultures of nations established each in July 2020 when the previous entry's development began.[/p][p][/p][hr][/hr][p][/p][h2]In Video:[/h2][p]From late November to December 2023, I recorded the design process, sped up, of course, of designing the modular assets and environment previously outlined. Please check the following videos, as they cover the environment design of the "Minerva Bailey" as a whole.[/p][p][/p][p][/p][previewyoutube][/previewyoutube][p]Video Subject: Part 1 of Minerva Bailey Environment Design.[/p][p][/p][p][/p][previewyoutube][/previewyoutube][p]Video Subject: Part 2 of Minerva Bailey Environment Design.[/p][p][/p][p][/p][previewyoutube][/previewyoutube][p]Video Subject: Part 3 of Minerva Bailey Environment Design.[/p][p][/p][p][/p][previewyoutube][/previewyoutube][p]Video Subject: Part 4 of Minerva Bailey Environment Design.[/p][p][/p][p][/p][previewyoutube][/previewyoutube][p]Video Subject: Part 5 of Minerva Bailey Environment Design.[/p][p][/p][p][/p][previewyoutube][/previewyoutube][p]Video Subject: Part 6 of Minerva Bailey Environment Design.[/p][p][/p][h2]Conclusion:[/h2][p]The new pipeline established for the Alder Forge 2 differs from the previous entry as it has proven to produce better-scaled environments, but at the price of time compared to the previous entry. [/p][p][/p][p]I hope that the Alder Forge 2 will prove entertaining for both veterans of the Alder Forge and newcomers as well, and thank you for your interest in this world, story, and characters.[/p][p][/p][p]Kind Regards,[/p][p]Zine. E. Falouti[/p]