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Elderwood - Fantasy Inspired POI
Reimagining | Unity Level Design

Summary:

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This was a project done in my free time, separately from college classes and homework. I was inspired to create a Skyrim town in a Warcraft style. The level uses pre-rendered/textured assets and materials from the Unity asset store.


Elderwood's main purpose is to act as a player biome for a Medieval Fantasy MMO/RPG.​

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Responsibilities:

  1. Level concepting/blockout

  2. Asset Placement

  3. Lighting/Post Processing

  4. Particle FX/Particle Placement

Project Breakdown

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  • Created in a few months

  • Developed in spare time

  • Created in Unity​

  • Asset Store/Plugins used:

    • Modular Fantasy Village - EpicForge3d

    • Standard Assets 2018.4 - Unity Technologies

Overview

Top Down

Design Techniques

Riverwood Top Down Paths.png

Open Town Hub

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The focus of this town, and one of the main reasons I chose to reimagine it for Warcraft, was it's naturally open design to be approached in multiple angles.

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Just like in WoW towns, you can enter north, south, east, west, or above!

Direct Path

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The focus of this town, inspired by Whiterun, was was a town that lead the player directly to the Keep to turn in quests.

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The town is primarily entered through one way. Although there are multiple pathways for it to be a living & breathing town, ultimately it guides & funnels the player down one pathway.

Whiterun Top Down Paths.png

WoW Inspired Terrain

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To give the terrain that WoW feeling, I opted for a vast & open area. Staying true to the stylized, vibrant art style with colorful landscapes and exaggerated features that contribute to WoW's memorable and timeless look.

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Avoiding the "ice cream scoop" mountains was a main priority when developing the terrain. Using real world and Warcraft references helped building a believable world.

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It was important for me to connect the zones with a smooth transition points that felt that it naturally fit into the world.

Pre-production

Early Stages

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The beginning process consisted of molding the terrain and then blocking out with the provided assets.

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Thanks to the use of reference images, the conception of the map stayed consistent throughout the building process.

Early Progress.PNG

Progression

Process​

 

After blocking out the town further assets would be placed to detail the world such as foliage, cluttered, etc.

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Next I would begin texturing the assets that needed it.

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Then I proceeded with lighting, post processing, and particle FX.

Gathering References

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The first thing I did when creating the level was to gather a big amount of references.

 

The references inspired the layout and were used as architectural guidelines to make the space believable.

Reflection

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The main components that I gathered from creating this map was environmental storytelling, terrain, and readability.​

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Riverwood is a perfect town to begin a player's journey. It's lushes, busy, and full of life. It makes for a good starting area when beginning a new adventure in a game. Elements such as the movement within the townscape make the place feel alive even without NPCs such as the water wheel or windmill. But it wasn't until I added little elements like barrels, crates, and misc. items that added clutter to bring the world to life.

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One of my biggest struggles was mastering the terrain tool. It's one thing adding landscape, it's another to make terrain fit naturally with the environment. Skyrim's towns are contain a lot of foliage taking up the world space, on the other hand Warcraft leaves more positive space in it's games. World of Warcraft needs this for readability through a sea of players, and the old RTS games need this to see the units through the play-spaces.

 

In the end, Riverwood felt like a perfect fit in Warcraft. It's open, full of storytelling opportunities, and leaves plenty of room for exaggerated features.

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