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[ goodies | dev diary | chapter four ]
#4 Art for
heart's Sake
Creating the visual look for a game with a high profile such as Worms is no mean feat, particularly when it's an all new 3D iteration of the game. Very early in Worms 3D's visual direction it was felt that maintaining a close similarity to the Worms 2 series was going to be key and the team of artists and animators have worked to bring the 2D cartoon style animations to life in 3D.
 
The team itself is a mixed bag, with Dave and Patrick overseeing the design and implementation of the in-game graphics; Patrick creating and texturing the in-game models, Dave applying himself to the overall mix of models, textures and effects. Alongside these two, we have Enrique and Mar, our Spanish artists who are feverishly creating the texture-sets which will adorn the environments in our worlds. Mike is also creating textures as well as environments and is the right-hand man to the programmers in terms of testing and checking how things work. Andy animates the Worms, but that's covered in the next diary when we explain how Boggy B, our worm character was brought to life! We were also joined by Tom last November, a concept artist who has been a great addition to the Worms art team, bringing with him a very black humour, which has worked a treat.
 
By the way, if it sounds like we haven't got a massive amount of artists on the job, it's worth remembering that our team of designers are responsible for creating objects and environments for the game, rather than the artists - and that particular craft will also have its own diary entry when we explain the process.
 
Worms style With the graphical approach to the game, the main aim was for people to recognise it as Worms - and as discussed above, people are very familiar with the 2D cartoon style.
 
Translating the best bits from old games and looking at other influences we tried to find something that would fit the Worms world. The first problem we had was working out what actually made and contributed to the Worms style. The early games had one style which changed for the sequel and then continued to branch out with the more artists that worked on it. Because we were starting from scratch, we had the ability to completely control the look of the game. This was very important to create a consistent look and style throughout.
 
Like the previous Worms games, The levels are split up into various themes as well as having a wide range of custom designed levels for the single player game. When we first started, everyone was coming up with themes they liked best and ones they wanted to see in Worms 3D. This time round though, they take much longer to create since in the 2D games, a couple of land textures and a dozen or so flat objects would make a theme, which typically took a week or two.
 
For Worms 3D, it now takes months to create a single theme, lots more textures are required, much more complex textured objects, sky-boxes, water and suchlike. Creating good 3D textures is a difficult task, particularly in a cartoon environment since they have to look right and work with the rest of the textures.
 
Each theme consists of around thirty or forty destructible objects created using our editor, several small Maya built detail objects and around fifty or so individual textures. To make up for the decreased number of themes than before, each theme has three different sky settings, changing the lighting and mood of the levels and allowing weather effects such as rain and snow. With the range of objects, mix of lighting, water and weather, there's a lot of variance within a single theme.
 
influences The kind of influences that effected how the game looks came from various other places as well as Worms. Being big fans of Nintendo, playing games like Mario Sunshine not only affects by the style of graphics, but makes us really appreciate the work involved to make games of such a high standard and drives our production values up - we want our game to be viewed in similar high regard to that standard of game.
 
A few months were spent concepting work and how the levels were going to look, but it wasn't until the editor got into full swing and objects could be built when we could see what we could really do - and things have just got bigger and better from there.
 
full swing The art team is pretty much in full swing now, the themes are determined and the single player missions decided (these are being created by the designers and textured by the artists). Our artists all produce work using Photoshop (using graphics tablets), traditional drawing on a light table (and scanning their work), Maya for modelling and our Worms 3D editor for building levels, objects and environments.
 
The next diary will discuss how the 3D character was born, developed and animated, covering all the stages of his creation.

[ goodies | dev diary ]
Development Diaries We plan diaries right up until the end of the project and they will appear every week or two, so keep popping back for updates. The great thing about the diary is that so much just isn't written yet!

[ goodies | dev diary | chapter twelve ]
W3D @ E3!
How we spent an intense April and May preparing Worms 3D for industry consumption!

[ goodies | dev diary | chapter eleven ]
Artificial Intelligence
How we are getting the AI Worms putting up a decent fight!

[ goodies | dev diary | chapter ten ]
Tweak-Tastic March!
How the facilities to adjust and balance are beginning to shape Worms 3D as a whole.

[ goodies | dev diary | chapter nine ]
Level design
How the missions are created and the thought that goes into the finished article!

[ goodies | dev diary | chapter eight ]
Shaping up
How the development cycle is progressing towards tweaking stage!

[ goodies | dev diary | chapter seven ]
Happy New Year!
How we saw out the old year and welcomed in the very busy new one.

[ goodies | dev diary | chapter six ]
Sounds like a plan
How Bjorn Lynne got straight down to the business of producing the game audio.

[ goodies | dev diary | chapter five ]
Boggy B Lives!
How we are developing our worm character and bringing it to life.

[ goodies | dev diary | chapter four ]
Art for heart's Sake
How the concept artwork got off the ground and creating the visual look for the game.

[ goodies | dev diary | chapter three ]
Something for the weekend?
How the core deformable landscape technology was created and what it meant for the game.

[ goodies | dev diary | chapter two ]
Leap of faith
How we handled the jump from 2D to 3D via Worms Blast - the bridge to the new game.

[ goodies | dev diary | chapter one ]
Six years and counting
How we kicked off 3D development after waiting until the time was right.

overview The graphics and images shown in the diaries so far don't come anywhere close to where we are currently in terms of visual style.
 
The first few chapters merely serve to bring us 'up to date' to how we got where we are. It's envisaged that we will catch up with current progress by Christmas and the diaries will then mirror recent developments rather than things from the distant past.



Patrick, Mar, Enrique & Andy
 

 
Mike, Tom & Dave

Textures 2002
 


Objects 2002
 

 

 


Character 2002
 

 


Environment 2000
 

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