This brief is first and fore most about creating assets for ourselves in the third year so we can use them to show off what ever assets we actually want to make in a relatively well produced setting to save time.
We can use each others work and credit each other by name.
We should be making these objects with a focus on realism, any style we use, if we choose to do so will be entirely for our own work and can't really be put into the shared asset library.
We'll be using the Cryengine for this project, making our assets with the correct units for the engine so everything scales correctly.
We're split into several teams, a design team, production, 2D and 3D.
I've opted to work in the 3D team so I can improve my modelling and texturing skills which after having produced a door for a previous project are clearly not as up to scratch as I'd hope to be by this stage.
While in the session we attempted to work out a grouping system for asset types.
We came up with Natural, Artificial, General.
The first two are self explanatory, the general group will feature assets that can be used in any particular era.
Things like rocks and some basic plant life will fit into the general category as they can appear in any time zone you contextualise your game for.
In no particular order...
Natural assets:
trees, bushes, flowers, shrubs, vines, mushrooms, climbers, moss, reeds, animals, rocks, caves, stalactites, water features
Artificial assets:
logs, fire, train tracks, power lines, fences, dams, power stations, religious structures, sewage outlets, drains, roads, pavements, walls, traffic lights, lamp posts, bollards, bridges, bus stop, community objects (recycling, postboxes), garden ornaments, bird feeders, sheds, kennels, houses,
Dexter explained that anything on the terrain that has any more information other than elevation makes it an asset that must be places in the environment. The actual terrain or floor in the engine can only be modified in its height. If we want to have overhanging cliffs we'll need to model the rock face ourselves and place that around the terrain.