Home > Edd news > Talk about Himmelsdorfe with Alexander Shilyaeva

As was built “Himmelsdorf”? Which side should the sun shine? Why break down harder than build? What happens when a principled wins rationalism? Director of global operating metagame and mobile products Wargaming Shilyaev Alexander talks about the city of unfinished, one of the first maps in World of Tanks.

Where did the idea of ​​creating a city’s metropolitan-card “Himmelsdorf?”
It all started with a card “Karelia”, then there “robin” and “Prokhorovka”. The game needed a map of the city with a tank battle, so we released “Himmelsdorf.” It is possible to recreate the battle, like the famous battle that took place in Berlin and other cities.
“Himmelsdorf” was in many ways a challenge: it was necessary to optimize the production of buildings, drawing on the scene and adjust the card under the tank gameplay. Actually, all the other city maps have been done much simpler: the main “rake” we have already collected.

It is true that this Himmelsdorfa not?
Yes, no real city at the heart of cards no. “Himmelsdorf” – is an urban fantasy artists, collecting image. We did an abstract city map, convenient in terms of gameplay. It was convenient to use it in the future on the Global Map.

There are rumors that the working title of the card was “Hrensdorf” …
was thought to release the card under this name, but there was the question of how we write it in the technical documentation. “Himmelsdorf” – is the result of a play on words, «himmel» in German – the sky, the sky, a «dorf» – the village, a small town. After creating a collective image of the German city, we started to work on Soviet counterpart. Taku we have the map “Ensk.”

What was the basis to create a “picture” of the city?
We had no problem making a purely German city, he just had to be a typically European. Employees who traveled to Europe, brought their photos. Those of them that came up, and became the basis for the card.

As appeared on the map real cultural monuments?
When we chose the building for references to often do not have time to sort out what kind of structure. Later it turned out that what seemed to us a typical, unique. For example, the red Town Hall on “Himmelsdorfe” – a royal castle that stands in Warsaw. Equestrian statue that adorns the bridge Gogen- Zollern in Cologne, was taken with black and white photography of the 1930s at the request of a search engine.

We carefully approached deta¬lyam and environment objects, looking solely on their black-and-white photographs. This signage on buildings, lanes, traffic lights, bump stops, benches, lamps.
Sometimes when searching for photos had to excel. In PLAYBACK-Minani German soldiers during the Second World mentioned that in all phone booths Germany was an inscription «Fasse dich kurz», which means “discussed briefly.” Only this phrase was able to find an image of telephone budoktogo time.

On what basis was designed “Himmelsdorf?”
Map should be balanced and symmetrical from the point of view of gameplay. First, we built this city symmetry, and then began to come up to her content.
Identical houses would look monotonous, so thought through the altitude at which it will be easy orienti¬rovatsya in the game. On one side of this guide was the church, the second – the town hall with a spire. To distinguish between the visual style of urban development, on the side of the church decided to make a typical European quarter, and the town hall play architecture since the Third Reich. Received a suspended administrative quarter.

Map of the game came in the form of a washed- or bring to mind gradually?
The first iteration of “Himmelsdorfa” appeared in the closed beta test the game. Players traveled between faceless boxes and wrote on the forum that have buildings lacking texture. Indeed, some homes were temporary primitive “box” from which someone ponovalis future quarters. Map filled with content gradually.

How did you solve the problem with the alignment of lighting on narrow city streets?
This was quite a challenge. We went through a lot of options of the sun above the horizon. Light art solved the problem, but it was not to interfere with the players. It was necessary to create a sense of natural light to cast shadows emphasized geometry and with one glance at the map clearly were read direction of the streets and relief.
But in the end one of the players went into the sun, in the second one it remained behind. Then we studied the statistics, consulted with artists and left the sun on one of the parties to the teams were on equal terms.

You mentioned that the “Himmelsdorfom” followed by “N-sk”. Other city maps created based on the same visual materials?
Since this card is the first card of urban type, we once hoped that the created content will be used in the future.
Filling “Himmelsdorfa” enabled in different combinations to create other locations: a small rural towns or industrial areas. For example, in the vicinity of the railroad taken a lot of small objects, which allows you to create urban infrastructure.
Thus, thanks to the “Himmelsdorfu” appeared a set of urban homes and buildings for the maps of the European region. It has been used in many locations, which appeared later. This made it possible to produce a more “light” renovation.

Source link.

Опубликовал Poruchik Maaly Comments Off on Talk about Himmelsdorfe with Alexander Shilyaeva

Нет комментариев.