Ian Dean is Editor, Digital Arts & 3D at Creative Bloq, and the former editor of many leading magazines. These titles included ImagineFX, 3D World and video game titles Play and Official PlayStation Magazine. Ian launched Xbox magazine X360 and edited PlayStation World.
Amazon Games' New World: Aeternum is a unique pitch; the online RPG offers a fantasy world inspired by history's greatest civilisations and most iconic cultures, with remnants of the Roman Empire rubbing alongside architecture and biomes inspired by Japan, Roman and Medieval Europe, as well as the jungles and bustling ports of the Caribbean.
We also want to make sure that new regions feel distinctly different from existing ones. Ideally a player should know which region they are in by looking around at the environment. Regions within the map have their own distinct colour combinations, lighting, temperature, shape language and framing. For example Brimstone Sands is hot, bright and wide open, while The Cursed Mists portion of Cutlass Keys is cool and atmospheric.
During this phase, the narrative and lore team comes up with a story and the specific beats that they want to hit. Meanwhile the art team establishes high-level ideas for visual inspiration and begin gathering reference and assembling reference boards that capture the essential aesthetics for the look and feel. These boards visualise the vibe of the area for the whole team. We then create concepts that establish mood, shapes, light and colour, etc. as well as the key architecture pieces.
Even within New World: Aeternum that could be very different, depending on which area of the world the environment is in and the goals or intent for that particular space. We do have guiding art pillars as high level touch stones for the art overall, to ensure we’re putting focus on the right things to enhance the player’s experience and make sure the game world all fits consistently across all areas.
We identify the key words that capture the theme and distill it into simple concepts that we can wrap our heads around. New Cutlass Keys Citadel for example - the key words are “Ramshackle”, “Lawless” and “Patchworked Shanties Teetering on Rocky Cliffs”. With these guiding sentences in mind we gather visual references that inspire the design. These could be anything from literal patchwork quilts, to deteriorating fishing nets, and the stacked architecture of the Caribbean and Greece.
Amazon Games' art team makes use of a 'geopolitical' team to ensure the game's influences and environment designs are culturally accurate.For players to feel an immersion in the game, it's important that the story and the environment are aligned in simple, intuitive ways. That means that the Lore and Art teams need to be closely aligned.
Our Worldbuilders leverage the Azoth Editor to quickly build and test Points of Interest as they work. This process is crucial for ensuring the POIs are both fun and cinematic, while maintaining good performance. Lights also affect the colours of an environment which in turn affects the feelings that players have while they are within it. Orange and yellow tones can create a feeling of excitement and adventure, Reds can create a feeling of danger, while green can evoke feelings of renewal, and hope, and Blue colors can make a space feel cold and melancholy.
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