Production | Development Blog Week 12 - Total War Saga Troy

  Development Blog Week 12 - Total War Saga Troy

Hello and welcome back to Week 12 of my development blog, this week is the last week I will be updating my blog as I have fully finished production. 

Firstly after receiving feedback I decided to change the the lighting by 10 degrees, this allowed for more accurate lighting that is reflective of the original Troy Total War. This improved the level and helped to create a more realistic city set within the Trojan times.


After revisiting some elements within my level I had come to the realisation that some of the buildings had incorrect scale, this would not be acceptable as the soldiers would be much smaller than doors and windows, making the level feel unprofessional. To fix this, I decided to change the overall scale of the buildings to fit in with the correct scale. This makes the level feel a lot better, as I had changed multiple buildings. 
After changing the scale of the buildings, this looks a lot better and helps to compliment the city.
To fix some harder to fix issues, I decided to add walls within this doorway which gives the impression that the stone is slowly crumbling away. This is an artistic way of fixing a problem whilst also keeping it believable for the player.

I then checked the city for more scale issues and fixed them respectively.

After I had fixed the scaling issues within my level I then decided to add more market stalls to allow for more realism. I also added more trees to create more shade over the market. This would be more realistic as it would be hot within Turkey, therefore market stall owners would have to stand outside in the hot weather all day. I then also decided to touch up the more used areas with pebbles and stones, this is to imitate a path that citizens can walk on.
After previous scaling issues I made sure that the new meshes I added into the map were to the correct scale.
However, even more problems arose due to fixing the scale of some of the buildings. Therefore I had to go into landscape mode and fix any landscape that had become misplaced, leaving floating buildings etc.
After fixing the landscape:

After creating a large portion of my video I realised that one of the camera shots I really liked for the level trailer was shown in a bad light due to the fact that the camera shot was able to see the edge of the world. I realised that this was not feasible to have, therefore I changed the size of the level so that I could get a good shot for the level trailer. I then decided to render my video out, however it is 5 minutes and therefore I will have to change it to fit within the ICA. Check out the early version of my video here:


After this I then went ahead and completed my video, this can be seen here: 

I then decided that with changing the scale of some of the buildings that the roof and walls had become unpleasant looking. Therefore I went in and changed the scale of the texture that was present on the box brushes.

After tweaking with the brush and scale of the texture:

Finally, here are some screenshots of the finished level. Thank you for keeping up to date with my progress over the past 12 weeks.

Special thanks to Creative Assembly for teaming up with Teesside University to create this module! It has been great to work on, looking forward to future projects.


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