Building the world of Lake: Introduction
There are many facets to the development of the game as a whole, I’m confident there’s a wealth of knowledge to share on each front. This series of blog posts delves into the many aspects I was involved in, regarding world-building and graphics. I hope to consolidate the things that I’ve learned over the course of the game’s development. Hopefully this will provide some insight for those who are interested in game development, or are already well on their way!
When I was approached to help flesh out the game’s proof of concept, the prospect of building a world set in a conifer-riddled environment is what sparked my interest. It had been a long standing goal of mine to build an environment, meticulously crafted around actual gameplay and level design. At the time, I had graduated a few months earlier, and my Unity asset store venture had successfully taken of. Though, the combination of passive income, and working solo, had me itching for a new challenge, full of unknowns. Lake definitely saw the potential to fulfil this!
In late November 2017 I met up Jos- and Pim Bouman (creative- and managing director of Gamious, respectively) together with Dylan Nagel, who spearheaded the concept. To discuss the general idea behind Lake and how to formulate it into a game project. The picture below was the main drive behind the concept
Like many
Gamious graciously agreed to my proposition of retaining ownership of any work that wasn’t directly visible in the game, or contributed to its identity.
-Terrain
– Vegetation
– Shading
– Lighting
