Been a while but back into full development mode for me, SP has been doing a great job with all of the low level rendering upgrades whilst I have been dealing with other issues that life and the universe throws in our path.
Ok what have we been up to?
To find out more and to look at some nice in development level screen grabs please continue reading 😉
A lot of thought has been up for discussion for our Green Light campaign and we have decided to roll with Skyline Gen2 complete with new images, some demo games and finally get the documentation up to date. Good job we didn’t waste too much time on the older documentation as the engine is growing with all of these new changes and Gen2 marks a new point for Skyline, it now feels right to get the docs in place.
For myself to get familiar with Gen2’s new workflow, easy knowing it from a technical view point but to get my hands dirty as an artist I have been going through assets to test the new pbr workflow and got so engrossed that a small level and game idea was born. So we thought what better way to get the new phase up and running would be to have an exported level to play with all of the new shiny Gen2 bits
Grand plans have failed us in the past due to many restrictions and most of all freedom of asset placement, but with Skyline Gen2 there is less about thinking and more about doing. Duplicate after duplicate I placed loads of vegetation, rocks and various props but before I new it a level was born and it still runs! 😯
Gen2 is auto lodding models, and auto instancing to keep performance to the max. A couple of days messing around with textures and materials then a couple more days with basic layout and we have a level idea.
Here is some development images of the level so far. As soon as there is something more dynamic content than fps and zombie we will post a video 😉
Will post soon as this project develops
See you soon with more news