Epoch: Incursion - A Design Philosophy
by Mark Nosworthy · 09/07/2010 (5:25 pm) · 1 comments
As steady progress is made with MoCapping, work continues at a pace in the art department.
My focus right now is on designing the near future military and civilian buildings needed for Epoch: Incursion.
With an initial style cracked, I’m currently working through the process of getting an ideal layout for the structures and their placement whilst also keeping an eye on the requirements of gameplay within the space created.

In terms of the look and layout there are two targets here really:
1) Get something that “feels” good to play in and look at (whilst allowing for a degree of flexibility and tweaking in the engine for lighting and layout)
2) Get a theme that runs through the buildings that makes it work aesthetically and ties into the lore, storyline and universe we’re creating for the game.
The structures need to feel like a place people live and work in and we’re keen to keep a consistent design influence running through all the objects in the game.

Our oft told mantra in all things design is “it’s all come from the same design bureau”, however, it obviously can’t all look exactly the same, so I have some significant design challenges ahead.
With pencil in hand then, the sketching begins. I'll keep you posted as things progress.
~Mark
My focus right now is on designing the near future military and civilian buildings needed for Epoch: Incursion.
With an initial style cracked, I’m currently working through the process of getting an ideal layout for the structures and their placement whilst also keeping an eye on the requirements of gameplay within the space created.

In terms of the look and layout there are two targets here really:
1) Get something that “feels” good to play in and look at (whilst allowing for a degree of flexibility and tweaking in the engine for lighting and layout)
2) Get a theme that runs through the buildings that makes it work aesthetically and ties into the lore, storyline and universe we’re creating for the game.
The structures need to feel like a place people live and work in and we’re keen to keep a consistent design influence running through all the objects in the game.

Our oft told mantra in all things design is “it’s all come from the same design bureau”, however, it obviously can’t all look exactly the same, so I have some significant design challenges ahead.
With pencil in hand then, the sketching begins. I'll keep you posted as things progress.
~Mark
About the author
Co Founder of EiKON Games and the artistic lead on the co-operative, tactical, first person shooter, Epoch: Incursion.

Torque Owner Valentine Minitsky