The intent of this set up was to easily swap the midground and skybox layers to create a variety of lighting and vista options, while keeping the mission layout and biome selection consistent.
MissionSystem_Breakdown_MGSky.png
TimeofDay_Default.png
TimeofDay_Dawn.png
TimeofDay_Sunset.png
 Missions were constructed of bite sized landscape pieces called stages. Each mission could have a variable number of stage shapes and sizes based on Design’s intention. Every biome needed to have all of the stage shapes to be compatible with any cre
MissionSystem_Breakdown_Stage.png
MissionSystem_Healing_Grass.png
MissionSystem_Healing_Fungi.png
MissionSystem_Healing_Ruin.png
 A single stage can be repeated any number of times within a mission, even next to itself. We utilized blueprint randomizers to vary the set dressing and reduce repetition.
MissionSystem_Breakdown_Randomizer.png
MissionSystem_Breakdown_RandomizerGIF.gif
 Assets and set dressing pictured are made by a huge array of people at Stoic and Airborn: Myself, Eric Dagley, Pavel Elagin, Sadie Johnson, Jimmy Malachier, Tai Walker, Kjeld Pedersen, Pedro Damasceno, Dominik Gröstlinger, Ilka Hesche, Jeremy Bouliv
 The intent of this set up was to easily swap the midground and skybox layers to create a variety of lighting and vista options, while keeping the mission layout and biome selection consistent.
The intent of this set up was to easily swap the midground and skybox layers to create a variety of lighting and vista options, while keeping the mission layout and biome selection consistent.
MissionSystem_Breakdown_MGSky.png
TimeofDay_Default.png
TimeofDay_Dawn.png
TimeofDay_Sunset.png
 Missions were constructed of bite sized landscape pieces called stages. Each mission could have a variable number of stage shapes and sizes based on Design’s intention. Every biome needed to have all of the stage shapes to be compatible with any cre
Missions were constructed of bite sized landscape pieces called stages. Each mission could have a variable number of stage shapes and sizes based on Design’s intention. Every biome needed to have all of the stage shapes to be compatible with any created mission.
MissionSystem_Breakdown_Stage.png
MissionSystem_Healing_Grass.png
MissionSystem_Healing_Fungi.png
MissionSystem_Healing_Ruin.png
 A single stage can be repeated any number of times within a mission, even next to itself. We utilized blueprint randomizers to vary the set dressing and reduce repetition.
A single stage can be repeated any number of times within a mission, even next to itself. We utilized blueprint randomizers to vary the set dressing and reduce repetition.
MissionSystem_Breakdown_Randomizer.png
MissionSystem_Breakdown_RandomizerGIF.gif
 Assets and set dressing pictured are made by a huge array of people at Stoic and Airborn: Myself, Eric Dagley, Pavel Elagin, Sadie Johnson, Jimmy Malachier, Tai Walker, Kjeld Pedersen, Pedro Damasceno, Dominik Gröstlinger, Ilka Hesche, Jeremy Bouliv
Assets and set dressing pictured are made by a huge array of people at Stoic and Airborn:Myself, Eric Dagley, Pavel Elagin, Sadie Johnson, Jimmy Malachier, Tai Walker, Kjeld Pedersen, Pedro Damasceno, Dominik Gröstlinger, Ilka Hesche, Jeremy Boulivet, Jonas Kunert, Valeria Traverso, and Kaat Van Thillo
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