RESEARCH - Video Game Environments

To help develop my ideas of 3D environments, I looked back at environments in video games which have inspired me in the past. I wanted to think about the elements of those settings which were most memorable to me, and would therefore create more of an impact on my showreel if I were to incorporate them into my scenes.

In "The Legend of Zelda - Majora's Mask" for the Nintendo 64, there was a level at the end of the game that I remember largely for how stunning it was. What I like about it was how open the space was, it seemed almost infinite, and I like that in a video game; feeling as though you have an entire world to explore. The colours are fantastic, highly saturated to give the space a dream-like appearance.

So what I want to take from this example, is giving each of my environments a sense of being able to roam freely within them. And also, creating colour palettes that are rich and eye-catching that also reflect the mood of each setting.


Another game I found memorable for its scenery is "Fable: The Lost Chapters". One thing Lionhead Studios have proven game after game is that they can craft beautiful and fully playable environments. The world of "Albion" is open to explore in the game; again one of the things that attracts me most to gaming is that you can roam about a virtual landscape created by artists. The levels of the game are filled with hills and dips, tonnes of different plant life, a range of architecture and colourful skylines - all achieved at a reasonably low poly count too.

So in this case if I am going to think about creating my 3D environments for video games, I need to take a lesson from Lionhead Studios. I must consider how to use these elements to design a setting that would give the player a sense of freedom whilst also making sure the world they're surrounded by is outstanding and picturesque.