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Steam News23 April 20242y ago

Devlog: Aerial Way - Concept art

With the full release of Diluvian Winds just around the corner, the developers at Alambik Studio wanted to highlight how they worked to add the aerial way to the game, the major new feature of the 1.0 release.

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Full Diluvian Winds update

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What changed

0 fixes5 additions3 changes0 removals
  • Gameplay
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  • Store
addedWith the full release of Diluvian Winds just around the corner, the developers at Alambik Studio wanted to highlight how they worked to add the aerial way to the game, the major new feature of the 1.0 release.
addedWith the 1.0 update, the aerial way will be one of the most significant additions. In this Devlog, we will share with you the process of how the art team operates, using the addition of new aerial assets as an example.
addedIt starts with a meeting with the Game Design team. We aim to have a more or less precise idea of what the new additions will be, roughly define what is expected of us, as well as define the possibilities and constraints that we will need to keep in mind during the Sketches stage.
changedIntegration of test assetsAdjust these according to gameplay or other constraints (pathfinding, visibility, screen space, composition)
changedMore defined concepts of all elementsOnce this step is completed, we begin to create concepts on more specific points (construction stage, rooms composing the aerial way, reflections on animatable elements...)
addedClean and integration of final assetsWe use the Navigation Room (one of the new additions in 1.0 version) as an example here. We won't show you everything to keep some surprises. ;)

With the full release of Diluvian Winds just around the corner, the developers at Alambik Studio wanted to highlight how they worked to add the aerial way to the game, the major new feature of the 1.0 release.

Without further ado, let's dive into it!

Hello everyone,

With the 1.0 update, the aerial way will be one of the most significant additions. In this Devlog, we will share with you the process of how the art team operates, using the addition of new aerial assets as an example.

It starts with a meeting with the Game Design team. We aim to have a more or less precise idea of what the new additions will be, roughly define what is expected of us, as well as define the possibilities and constraints that we will need to keep in mind during the Sketches stage.

This is followed by a discussion among the artists regarding their vision for the aerial aspect. They do not necessarily have to be similar; on the contrary, some of the most interesting ideas come from merging different visions.

Moodboard and References

Sketch Phase

Concepts are unleashed without too much thought to constraints; several paths can be explored, and ideas can be mixed.

Integration of test assets

Once we have defined the concepts that are most pleasing, we integrate the first placeholder assets into the Unity game engine for testing. This phase is important because it allows us to:

  • Verify if the assets/concepts are coherent

  • Adjust these according to gameplay or other constraints (pathfinding, visibility, screen space, composition)

  • Preview assets in the engine

  • See how to separate future elements that compose the aerial landscape

More defined concepts of all elements

Once this step is completed, we begin to create concepts on more specific points (construction stage, rooms composing the aerial way, reflections on animatable elements...)

Clean and integration of final assets

Once the concepts are validated, we clean them up one by one. They are then placed in atlases and integrated into the engine. This is one of the longest steps for the artists.

We use the Navigation Room (one of the new additions in 1.0 version) as an example here. We won't show you everything to keep some surprises. ;)

See you in two days to try out all the new content we've prepared for you!

https://store.steampowered.com/app/1561040/Diluvian_Winds/

Source

Steam News / 23 April 2024

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