This is the first task I ever received since I got hired at Raven. My job was to use the existed textures and models to construct a enormous factory, where the giant mutant killing machine - The Sentinel is being constructed. It was a fantastic experience to work with so much talented industry people for the first time ever in my life.
|The Sentinel Lab. Player have to jump between moving platforms|
to get to the middle control hub to open the giant gate to the next
After a month of production, we ran into a serious performance issues with this level. The problem came from an insane amount of draw counts and poly. Since the level is so open, we cannot cull out the far away objects because the disappearing emissive lights on the props are very noticeable to the player's eyes. In the end, we came up with a lot of solution to make this level run-able:
- Combined multiple wall tiles into one single object to save up a significant amount of draw count.
- Added heavy fog to this level, allowing us to cull out far away objects.
- Turned props outside of player's path into vista objects with low emissive "fake lighting" maps to save space in poly and light maps.
- Re-did lighting, it is now a lot darker; therefore, allowing us to hide a lot of objects and turn them into low poly version.
|So big... So open...|
Here are some shots from the level.