The Kalona Theater corner: a spot I worked on.
Tools are how you build a city this size. Alongside the building tool, I partnered on four more from the art side, shaping the vision for each tool, the UX, rules and edge cases, then testing them with the team. Every decision had to make life easier for level designers as well as environment artists:
Spline tool: spline meshes, instances and packed level actors spawned along a spline, driven by grammars and rules. One spline builds the whole sky train deck that cuts across Kalona, with pillars and supports placed by rule; the same tool lays out the overhanging highways, barriers, street medians, lampposts and anything that repeats.
Pipe tool, built with Robert, our tech artist: no deformed meshes. Each kit has straights and an elbow per angle. Draw a spline and the tool places the best-fitting piece for each turn, combining two elbows when no single piece fits.
Powerline tool: also with Robert, built to speed up cable placement across the city.
Polygon tool: unique floor planes without leaving Unreal. Instead of modelling one-off ground and floor shapes in an external DCC, artists draw the outline with a spline in the editor and the tool builds the surface, so plazas, sidewalks and odd-shaped lots can be shaped and iterated in place.
I was also starting to explore a PCG implementation with the tech art team.
Thanks to the tools developers who built them with us, and a huge shout-out to the entire Environment Tech and Level Art teams who put them to work across Kalona.
More from this series:
• Kalona City and Downtown District: https://www.artstation.com/artwork/rzXXQm
• Buildings and Building Tool: https://www.artstation.com/artwork/JwEEN0
• Downtown District: https://www.artstation.com/artwork/31bb02
• Downtown Photography Trip: https://www.artstation.com/artwork/LaZZYA