What Type of Art Is Used in Destiny 2

How Destiny 2's stunning sci-fi landscapes put you ahead of art, story and science - but still pack all that in

We talk Destiny 2's beautiful environments with ane of Bungie's central artists.

Destiny two presents bigger, more interconnected, more than detailed and much more cute environments than the get-go game. Speaking in a roundtable interview terminal month, Jason Sussman, one of Bungie'southward environment artists, said this change is non related to dropping PS3 and Xbox 360 for the sequel.

"Information technology's more than forth the lines of what the narrative was that nosotros wanted to achieve. And, honestly, some personal pet projects, things we wanted to practice," he said.

"For Nessus, for example, I got to work on Nessus, and we always wanted to do some crazy jungle, simply farthermost jungle. That was our opportunity to really push button that further. I retrieve they all merely kind of went in certain directions based on some personal goals we had as earth artists, and some fictional relevance to what we were building."

Bungie's artists do, of class, want to challenge themselves, and to bigger and improve, only while they lean into sure technologies - Destiny two'south particle effects and reflection, lighting and atmospheric systems in particular - simply the team but pushes the envelope "where information technology makes sense" to do and so, Sussman added.

destiny_2_emb_env_nessus_4

The creative challenge is equally important as the technical one. Sussman'southward work on Nessus, a Vex stronghold that has "been fully terraformed", had to bring dorsum an established architecture every bit seen in D1's Venus and Black Garden environments - without simply regurgitating the same old scenery.

"How we differentiated ourselves was to button other areas of the architecture you hadn't seen before, so doing some of the circular stuff on a big scale, echoing back to Vault of Glass in certain aspects, leaning in on that fiction in various ways," he said.

"It was simply fun. The Vault of Glass affair was like 'hey, it would be actually absurd, what does this mean?' So nosotros go to the fiction guys, nosotros're like 'how'd they build this shit? How do you lot guys think they congenital this shit? This is what we think.'"

The result of this conversation is a planet with some breathtakingly big Vex structures, slathered in Vex "milk" - the white organic fluid which is the biological entity inside the robot suits you become to fight in Destiny 2.

"That's the essence. That'southward the Vex," Sussman confirmed. Not being role of the story team, he wouldn't be drawn on the function of Nessus (is it a convenance footing? Are these structures manufacturing Vex milk?) merely he did explicate why information technology's splashing around freely when you'd expect the mobile Vex to be a bit more protective of it.

"That's what's within some of these large structures. 1 of them is really decomposing and breaking apart over fourth dimension. So that'southward really leaking out, but it tin can be reformed. Like, they tin re-terraform that stuff. But that block has had its day," he said.

destiny_2_emb_env_nessus_1

The diverse story and art teams ("designers, lighting artists, world artists, effects artists, cinematics") work in a circular fashion, Sussman said, with staff from all over the company contributing ideas that go back and forth, rather than being handed downwards from on loftier.

"We're all talking to each other. We accept a lot of those ideas, push them forrard, only there's also a lot of ideas that come from the outside in. Bungie'due south really inclusive that way, it'southward never a example of 'it's my way or the highway'. I think a lot of that is simply that there'due south abiding advice back and forth from the directors to the teams.

"We want to evolve the game, we want to get in every bit beautiful equally possible, nosotros want to make the gameplay as diverse as possible, we desire to constantly push the envelope of what we desire Destiny to be. That's a conversation internally at the studio, and that's how we drive all those decisions, like 'hey, let'due south endeavour some more verticality than we accept in the past, let's push this a little bigger, allow's hide some things deeper than nosotros did before and tell a story while we're doing information technology'. So that'south how those opportunities are born."

destiny_2_emb_env_io_5

Destiny 2's fiction gives Bungie a great bargain of artistic freedom in designing environments, because each of its Destinations have been fully or partially terraformed by the Traveller or an alien race. The "bones" of a Destination are grounded in what we know of these planets and moons, Sussman said, and Bungie does look at questions of scale and realism in designing its environments and skyboxes.

"We actually had Craig Hardgrove come by the studio a couple of times. He'southward actually ane of the guys who worked on the Mars Curiosity Rover; he'south a geologist equally well, so he gives us some insight when he sees things. It's always prissy grabbing someone who's a professional and request 'hey, are my rocks cool? Is that something y'all would meet?'" Sussman said.

destiny_2_emb_env_titan_4

Simply artistic ambition, story concerns and scientific accuracy must take a back seat to designing a good game. Bungie'due south get-go goals with environmental design, Sussman said, is "to make a beautiful space for people to play in, to make sure the players can navigate the infinite easily, and [to make a space that] they understand immediately upon entry".

"I of the cornerstones of the world art is that the space, they sympathize the exits, they understand the run across pockets, they understand where most things are,"

The environment team aimed to balance the need to populate the world with lots of activities without making it over-crowded; to constrict optional content out of view without making them likewise difficult to find; to design for the flow of the story missions, Adventures, Strikes and fifty-fifty possibly Raids that might come through the space.

"It's a fine balancing human action, making certain that space flows for the player and is easily digested by the player," Sussman noted.

destiny_2_emb_env_io_4

Bungie aims to make its world navigable via mental map, even though players tin can now phone call on an actual world map in Destiny 2 to aid them notice activities, track their progress, and work out how to get where they want to go (even without our fabulous Destiny 2 guide, plug plug). Sussman said the team didn't let the addition of a mpa modify their blueprint goals.

"We always build for player orientation. We practice the same thing in our sky boxes. We phone call them bubbling. So we have similar chimera-to-chimera, each area, whether it's a individual chimera or a public bubble," he said.

One of the means Bungie achieves this is past use of "weenies", a concept with origins in theme park design. It basically means always being able to run into some distant object that orientates you in the space.

"The player has spatial orientation, they have somewhere they're aspiring to get to, and they know where they came from. And then we have things yous tin can always run across in the heaven box, whether it's a tower, or it'due south the actual crashed colony send in Nessus," Sussman said. "We're always trying to show yous where you're going and where you lot came from in some capacity.

"That'due south the macro, and the micro is the stuff we do in the actual destination, each chimera individually, to telegraph entrances and exits. So we're constantly trying to do that so, again, whatsoever time the player doesn't know where they're going, there'southward a large learning bend for someone, when they get into a destination, it's non going to exist a fun feel. We desire you to be able to easily navigate each destination. "

destiny_2_emb_env_the_farm_1

Sussman said it'southward easier to build the big macro strokes than the smaller bubbling, where everything is crowded in the role player'due south face - then Destiny 2's larger environments didn't cause additional challenges for the art team.

They practise create an additional challenge for the player: a lot of walking. 1 of the complaints levelled at Destiny 2 during our playtime was the long walks between mission beats, especially in side quests. Destiny 2 doesn't give y'all a Sparrow right off the bat, y'all see - unlike the first game.

"The biggest affair for us is that nosotros wanted players to be able to take [it] in – there's a lot of content at present. In that location'due south a lot of off-shoots and pieces of history," Sussman said.

"And we don't want people only blasting past it. We want you to understand that infinite, get map knowledge, and understand those spaces. There'southward more than content in that location for y'all to enjoy, and we want to make certain you're non blasting by it and missing opportunities. There's little nuggets everywhere."

destiny_2_emb_env_edz_1

Equally well as the more obvious avenues of exploration like Lost Sectors, players can expect to find some niggling secrets and Easter Eggs in-game.

"Information technology would be terrible of me to reveal them, simply there's stuff to find," Sussman said.

"In that location'southward as well neat fiddling [environmental touches to find]. Considering I'm an environmental artist, I honey just going through other people's environments for how they tell their stories and history. Even if it's just similar 'hey, this stuff is knocked off the table' and y'all tin can come across, it doesn't just look like it was randomly placed. And then there are Ghost scannables, they tell bits of story as well."

glascofouthe.blogspot.com

Source: https://www.vg247.com/how-destiny-2s-stunning-sci-fi-landscapes-put-you-ahead-of-art-story-and-science-but-still-pack-all-that-in

0 Response to "What Type of Art Is Used in Destiny 2"

Post a Comment

Iklan Atas Artikel

Iklan Tengah Artikel 1

Iklan Tengah Artikel 2

Iklan Bawah Artikel