Developer Diary #4

Creating a new level in Warcos 2 is a complex and multi-stage process that begins with close collaboration among various departments, including narrative, concept, and art teams. Initially, we receive the story that will form the foundation of the future map. This story encompasses not only narrative lines and key moments but also the atmosphere we want to convey to players. [img]{STEAM_CLAN_IMAGE}/44927356/8172b196011eb76a5292a1601b5aa8be298cb08f.jpg[/img] Next, along with the art director, we select the map concept that best aligns with the story and the visual style of the game. At this stage, it's important to consider numerous factors: from the overall atmosphere and mood of the map to specific details like lighting and color correction. We discuss various options to find the one that will be the most interesting and appealing to players. After choosing the concept, the stage of creating the general layout of the map begins. Some designers prefer traditional methods and draw sketches on paper, while others use digital tools like Photoshop for more precise visualization of their ideas. We create several layout options and, together with the lead designer, select the most successful one. This version is refined to the final form, paying attention to all details. [img]{STEAM_CLAN_IMAGE}/44927356/7f3ae99e2d5b4527775363cb6bf5800a1ff76117.jpg[/img] The next important stage is the internal playtest. This phase allows us to evaluate the map's metrics, check the main gameplay mechanics, and understand how well the map meets our expectations. We collect feedback from the entire team and make necessary adjustments based on the comments received. This helps us improve the map and make it more interesting and balanced. Once all comments are addressed, we proceed to create the "gray box" version of the map. This is a lengthy and labor-intensive process involving numerous playtests and close coordination with the game design, narrative, and art departments. We constantly receive feedback and make changes to ensure the map keeps getting better. This stage continues until the map reaches the "white box" state. [img]{STEAM_CLAN_IMAGE}/44927356/12c7f2d8f65b5986328229b274318e61c524f9c3.jpg[/img] When all the main elements of the map are worked out and tested, we conduct final playtests. At this stage, we make the finishing touches and prepare the map for transfer to the art department. Here, the final processing and detailing of the map begin. We maintain constant communication with the level artists to ensure the accurate realization of all ideas and concepts established in previous stages. This includes work on textures, lighting, environmental details, and other aspects that make the map lively and realistic. Thus, the process of creating a level in Warcos 2 is a multi-layered and meticulously organized task that requires close interaction among many departments and continuous improvement. This allows us to create high-quality and engaging levels that fully correspond to the overall story and style of the game, providing players with the best experience and impressions. So, what do you think of the result? [img]{STEAM_CLAN_IMAGE}/44927356/2de68f03da8be686c6db843d50bd4a0922835668.jpg[/img] [img]{STEAM_CLAN_IMAGE}/44927356/d5131cb02b6d8d051de11e885969decc7e5f775f.jpg[/img] [img]{STEAM_CLAN_IMAGE}/44927356/48957c73c474859669ac5b3a1efbcb3ea9d778ce.jpg[/img] [url=https://discord.com/invite/J9UgTDPq8k][img]https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/2498610/extras/Discord.gif?t=1715336638[/img][/url]