We’re now starting doing the commercial chapter of Caromble! We have test-levels so far, that show the puzzle ideas we’ll use. But they need a lot of tweaking. Not just for the gameplay, but also for the art.

The art assets for that new area are just dummies right now too, so they don’t look up to par. It’s a common practice to do called Prototyping. That way ideas can be tested without spending big production time which then might be scrapped if the ideas don’t work out.

3D Blockout for Prototyping

This is the earliers blockout stage – just using literally a block shape and some texture from another mesh. Not a beauty – but quick to do.

3D Blockout for Prototyping

After the basic usage was tested in the game, I made a better mesh – and created an UV texture mapping (with a checkered UV test texture).

3D Blockout for Prototyping

Then I used an earlier concept to drop in a very basic texture blockout. This will represent the final result much better – but a real texture with normal map and other effects still has be created.

There is work left to do on this asset – but once our team tests this in the new levels, I can much better tell if the idea works. All those steps help previewing the result without committing too much work too early. And there are still quite some assets to go over – to keep track I place them on colored blocks.

3D blockouts overview

The Commercial-Area assets on color-coded floors for easier working. Blue for the ones that are still in the early blockout stage. Red is for the ones that still need the final texture pass. And green is for completely finished assets.

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