Armored Warfare Garage. While on Armored Warfare I was Lead Map Artist on this map as well as the AW Base Map shown below. My role involved modeling and texturing the garage structure and its props, re-texuring and re-using some existing props, set dressing and optimizing what we'd created and making ajustments as required by the Art Director, Art Lead and lighting artist.

AW_Garage_001

AW_Garage_001

AW_Garage_001

AW_Garage_001

AW_Garage_001

AW_Garage_001

AW_Garage_001

In addition to the Garage, while on Armored Warfare, I was in charge of the AW Base map. This map was a 3D reprensentation of the player's compound and it could be accessed from the main menu in between matches. The player was encouraged to spend currency to upgrade various structures, for example, we had structures in place to represent a Command Center, Airport, Barracks, Armory, Motor Pool, Academy, Recon Center, Helipad, and Port area. As the player spent currency to upgrade those structures they would usually see a visible change and accrue some usable, usually small, in game benefit.

This was the only isometric part of Armored Warfare. The camera would fly from its default overview location, pointing roughly 3/4 down at the base, and it would zoom in on a particular structure that the player had just selected to inspect or upgrade. The Base map presented a couple of challenges for me - the main one being how to build a map where the set dressing and structures could evolve over time. Since we had essentially no programming and minimal scripting resources available I solved the problem by using a toggling layer system in Cryengine. As the player upgraded the Barracks building, for example, from Tier 1 to Tier 2 the engine was told to hide the layer containing the Tier 1 artwork and make visible the layer containing the Tier 2 Barracks model and its set dressing. It meant duplicating a lot of set dressing and it came at a memory cost since we were using so many Cryengine layers but it worked.

The image below shows the progression of part of the base - the Airport in this case. From left to right, this Airport area progresses from undeveloped land to a canvas-themed "Tier 1" state and then to the aluminum buildings that represented our "Tier 2" state. An upgrade might take many hours to complete and during the major upgrades we would show animated cranes and vehicles and some other artists and I had created framed versions of the various buildings to convey that they're being built.AW_Garage_001

I created the concept image below to show how I envisioned the Base's evolution through the first few tiers. The plan was for the AW Base to eventually progress to much higher tiers (Tiers 7, 8, 9 etc.) and the idea was for the Base compound to eventually become much more elaborate and expensive looking with its structures looking more permanent and built with more sophisticated construction techniques and/or materials than what you see below.

AW_Garage_001

Three more shots of an early version of our AW Base showing its evolution through the first few Tiers.

AW_Garage_001Two more shots of the AW Base with its upgradable structures in varying states of progression:

AW_Garage_001

 

Copyright © 2017, Craig Marschke. All rights Reserved.

Copyright © 2017, Craig Marschke. All rights Reserved.