Tag Archives: concept art

Dev Update – Foliage Destruction

One of our main design ideals for Eden Star is that the player should always be able to make their mark on the world. Weapons should do damage to anything they hit, and if it does not break, there should still be some visual evidence of its effect.

Something we’ve been having fun with recently is the vegetation and foliage destruction, and making it look believable and (as always) awesome. The following images are a taster of the flora concepts that make up the more lush areas of environment.

eden star fan leaf concept damaged states
eden star grass concept damaged states
eden star bush concept damaged states

When a player sweeps an energy beam over a forest, it would be easy to just make the foliage take damage, disappear and be replaced with a shower of particles, but that isn’t really satisfying for us. The foliage we’re working on has various damage states, and if it is not completely destroyed, can grow back.

Hopefully, this will mean that players will not accidentally transform whole forests into deserts during a firefight!

 

(Click images for full size)

eden star big leaf concept damaged states
eden star tropical concept damaged states
eden star tree concept damaged states

Combined with the physically reactive nature of our foliage, deforestation never felt so good!

It may be possible to absorb energy from vegetation, so if you find yourself in a forest surrounded by enemies, you have some resources to defend yourself.

 

(Click images for full size)

eden star jungle concept damaged states
eden star shrubs concept damaged states
eden star hanging concept damaged states

 

This system also allows our levels designers flexibility when creating areas of the world and allows a more dynamic experience. Foliage assets will begin games in different states which in turn not only provides a different visual experience each time you play the game but a different playing experience.

For example, when you first walk into an area you may find many mature plants which have a high energy value when absorbed, but if you restart the game the plants in the same area may not be fully-grown, which means you will not receive the same amount as energy as before.

For gameplay reasons, regrowth of foliage currently happens quite quickly. We are balancing regrowth rates, energy values and the amount of damage each plant can take as we test internally.

If you’d like to tell us what you think, and if you’ve got some cool ideas, speak up and be heard on the forums!

Speed Painting Pharus 7

Hello everyone!

Because we had a lot of great feedback and kind words the last time we showed you a concept art speed-paint, Gavin has kindly been recording his progress on some more amazing environmental concepts!

These ones are explorations into what kind of environmental features and terrain layouts would contribute the most to gameplay possibilities, and of course, look the coolest!

The video is 10x speed, and shows Gavin working on two concepts that go through many iterations and variations.

A few words from Gavin, our brilliant (and slightly eccentric) Concept Artist:

 

Hey guys I’ll make this brief because my postman literally JUST knocked and he’s waiting at the door for me to hold his package – that’s not a euphemism by the way, I’m really going to hold his package.. (yet I’m still typing)

In the video I’m drawing super fast in real time because my art director Matt is constantly in a God Of War, attack build-up position in case I slack. We start with a couple of in-game screenshots, a brief and reference imagery by our Level Designer Chris K. and Artist Joe.

As you might be able to spot from the video, there’s a couple design changes in artistic direction which happen as per feedback from the team who kindly drop in and keep the design on track to anticipate any game constraints or clashes with established features. Then after about two easy hours of painting–BOOM! … Another nine hours left of painting until there’s only 13 hours of painting left to reach the halfway mark. Or something like that, I don’t know – you do the math. Seriously do the math; it’s something crazy like two days of slaving away at a tablet. Who does that?! (ME.)

Either way I hope the video will enrich your life . Aaand the postman’s gone. THANKS guys. (Really, thanks – I probably love you all)

 

– Gavin

 

Here are the latest concepts for the pleasure of your eyeballs.

 

eden star canyon path concept

This image shows the entrances to caves, and monolithic overhanging rocks. The earth is cracked, possibly by tectonic activity, or perhaps by the passage of something of staggering size

eden star canyon path concept

The gorge offers itself as a natural choke-point, making it the ideal place to construct defenses. The rocks are suffused with veins of luminescent crystal

We hope you were as blown away by Gavin’s mad painting technique as we were, and would love to hear your comments and questions!

Head over to the forums to talk to the Devs!

The beauty of UE4: The Crater

Hello all!

Tonight we’re pleased to show you the first public unveiling of Eden Star development in Unreal 4! Our game world is being designed to be expansive, fun to explore, home to rich and diverse environments, opportunities for random encounters, and to be fun to destroy!

Before you see the following images, please be aware that everything you see is a work-in-progress!

As a starting point for the first iteration, and as an environment test, the crater concept was designed. The bowl of the crater provides room to build a base, and provides a sharp contrast to the rough, jagged alien terrain beyond. Of course, this was just a design for the terrain itself, and is completely unpopulated, making it look far more barren than the final area would be.

eden star crater evolution

Most of the assets such as the spikes and shelf rocks are placeholders.

Bear in mind that these are actual in-Engine screenshots with no Photoshop tinkering at all.

Adding vegetation, special areas and features, boulders and other detail came after this.

eden star scrub grass environment test

You can see in these pictures how our level designer and 3d Artists progressed from concept to rough blockout, to the last, filled in and beautiful version. The sky is filled with volumetric clouds, which pick up the light from the sun and moons, adding some beautiful shifting colours as it transitions from day to night.

eden star red forest
eden star red forest

You may recognise this area from another concept piece we released a while ago. That piece was actually a paint-over of one of these sceenshots!

The map itself is 3km2 (1.82 miles2), with the crater being about 80m2 (262ft2) wide. We will be looking at larger areas in future, but for the purposes of testing, this is a good size to work with!

Although the crater looks fantastic, from a level-design perspective, the crater bowl lacked features. We want the player to have a challenging, intriguing, and fun environment from the start, so it was proposed that the crater could be an oasis of sorts. It may come as a surprise to those of you that have followed Eden Star for a while, but we are actually looking at creating forested areas, and other non-desert environment types! We hope this comes as a relief to those of you that have expressed concern that the environments in the pre-alpha lacked diversity.

eden star night paint
eden star green forest environment test
eden star green forest environment test

Please bear in mind that we are still experimenting with the layout and appearance of our environments, so everything you see here is subject to change!

I hope you like what you see, and are looking forward to seeing more tasty Unreal 4 content!

Thanks, and we’ll see you again soon!