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Low poly asset modeling

Now that we have the beautifully modeled high poly asset it is about time to create a lower detailed model. Much lower. Since we are using a lot of them to illuminate the ocean floor we need to reduce their polycount drastically. Our 3D Artist is showing you how. Enjoy the video. Are you ready? Here it comes! The submerge …

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High poly modeling

You already got quite some insight into the way we are working. We shared our thoughts on basic unit design with you, explained our

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The fastest turtle…

…coming to take a huge bite off your units. Watch our artist paint the crimson jackjaw in a new part of our design series. Usually, when you are working as an artist in a game development studio during production phase there is a lot to do. Once the Game Design has formed the basic idea about the functionalities, roles and …

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Unit Creation

In one of the previous posts we were on the track of our unit design philosophies. We were writing very deep, philosophical things. But above all, it was theoretical and abstract. This time, we’d like to continue with our unit creation pipeline and give you an idea about our PRACTICAL workflow. Maybe you have already read the first steps on …

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How to tame your swarm

We asked you guys to tell us your opinion on the two movement systems we tested so far. We had two different controls implemented and weren’t completely sure, which one was better: We got some really great feedback from a lot of you guys and we actually liked the idea of combining both movement types. A big thank you goes …

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The vision became a level

So, last time we talked about how we adapt the vision from our moodboard into the level design. There was some pretty technical stuff going on in the article, and I thought – maybe you’d like to see how this will look now that we started implementing it. What has changed compared to the first impression of the level: Lava …

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Translating Mood into a Level

When you work as a leveldesigner, one of the first things that you will have to do is to translate the vision image into a first draft 3d scene. So first we set up some materials and create a quick scene in unreal where you can play with the lighting and coloring. A good start can be to use the …

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Do you even unit design?

The units of Submerge are the very core of the game. All interactions will include units, be it your own or your enemies’. They are always visible, they are always on your mind. Lose your units and you’re going to have a bad time! So that’s what today’s post will be all about. Units. How we design them, and how …

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Control the Swarm!

After the last GD post about the game’s theme, some of you discovered the point “moving in swarms” in one of the diagrams and wanted to know what is it all about. Our first gameplay was very RTS like. You control a lot of units, send them to different places on the map to capture, build or protect stuff. But …

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Defining the game’s mood

Today, we are taking you on a trip to our art department. Our Concept Artists are talking about the difficulties in creating the basic look and feel of the games background. In different steps they speak about how the battlefield of Submerge is created. Have fun! We actually started out with concepting some of the flora and fauna the player …