Making Massive Medieval Maps with Chivalry 2 | Inside Unreal

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Chivalry 2 is a multiplayer first person slasher inspired by epic medieval movie battles. Players are thrust into the action of every iconic moment of the era - from clashing swords, to storms of flaming arrows, to sprawling castle sieges and more.

This week on Inside Unreal we’ve invited Torn Banner to have a discussion about the art and level design of Chivalry 2. They’ll cover the workflows they use to make huge multiplayer levels while keeping them performant during the chaos, and more!

ANNOUNCEMENT POST
https://forums.unrealengine.com/t/inside-unreal-making-massive-medieval-maps-with-chivalry-2/211230

**TIMESTAMPS**
00:00 Countdown
05:22 News
07:30 Karma Earners
07:46 Community Spotlights
08:49 Inside Unreal Intro Graphic
08:58 Stream Introduction
10:00 Studio/Game Overview
11:08 Team Objective Map Breakdown
14:09 Art Focuses
15:20 Mesh Examples
16:54 Separating via Material IDs
18:00 Further Map Breakdown
20:24 Material Instance Example
23:33 Particle Effects Example
24:28 Detail Examples
25:22 Performance Management HISM
27:22 Decal Quick Look
29:31 Courtyard Look
29:50 Fortress Look
31:50 Inside the Keep Overview
33:00 Houdini Use for Fracturing
35:23 Vertex Animation Texture Quick Look
37:44 Interactable Items/Meshes
39:22 Sublevels
43:47 Collision Example
47:30 NavMesh
49:45 Flying Birds Breakdown
51:20 What 3D software is used?
53:09 Quixel Suite Uses
55:10 Stat RHI and Mesh Draws
56:55 Draw Call Management and Culling
1:04:39 Decal Optimisation
1:07:45 Wind Uses
1:10:14 Level Design Overview of Map
1:13:31 Map Design/Concept Process
1:16:23 Stage Breakdown
1:17:45 Concept to Design
1:18:45 Greyblocking/Blockout & Early Iterations
1:23:28 Small Overview of Level Blueprint
1:24:26 Flow of the Environments
1:28:45 Challenge/Solution of Predicting Potential Player Movements
1:32:05 Destructables and Interactables
1:36:29 Testing and Team Collaboration
1:44:26 Spawning System
1:53:44 Objective Design
1:55:08 Inspiration and Reference Influence
1:56:14 How has Planning Changed During the Pandemic?
1:57:52 Are HLODs used?
1:59:53 Will there be an SDK for Modders?
2:00:12 Crossplay and Controller
2:01:37 Atmosphere
2:06:13 Internal/External uses for Meshes
2:07:36 Trim Sheets
2:11:57 Landscape/Ground Meshes Use Cases
2:13:20 Advice for Creatives Looking to Create Large Environments
2:15:30 Favorite Parts of the Map
2:18:23 Information and Outro
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