The construction of the village was a significant challenge due to its intricate design, the sheer number of props, and its impact on performance. I was responsible for creating the walkways, ladders, docks, huts, bridges, and the iconic Wahrk effigy. To address the polycount limitations on the VR platform, I developed optimized versions for most of the huts and other modular elements.
The walkways and ladders were constructed using modular sections shown in the screenshots. These sections were designed to integrate with our walkway spline tool in Unreal Engine, which could dynamically place modules based on pivot points and length. Initially, the tool was intended only for walkways, with supports added separately. However, I identified a way to streamline the process by incorporating all supports and modules directly into the tool. This innovative approach improved organization and allowed for easy platform-specific optimization within the Blueprint, contributing to the tool's evolution and robustness by supporting both PC and VR mesh versions.
For the huts, I created detailed versions for PC and optimized versions for VR to ensure performance without compromising quality.
This process was made possible thanks to our clear team communication and the invaluable support from both the developer team and Art Lead Robert Kreps. Working closely with them allowed us to navigate technical challenges effectively and ensure the final vision for the village was achieved. This area’s beauty is also brought to life thanks to the stunning rock work of Senior Artist Lance VerMeer and the impressive water shader crafted by Creative Director Eric Anderson, whose contributions added an extraordinary level of depth and atmosphere to the environment.