While it’s nice to be able to download and manually tear apart content, sometimes you have to understand the mindset of the artist to understand the scope of the entire process that leads to the final result in the art pipeline, for the content such as the FPS Shooter, Elemental Demo, Reflections Subway, and Vehicle Demo, for example, I’m thinking to myself, well what did they start with first?
I don’t mean from pen and paper or the conceptual ideas to make the level, or the meshes and drag and drop items, but rather the process of when they were actually creating the content to perform the specific tasks and the tweaking to achieve the desired results (Beyond the default level creating tutorials), very much in a similar way the regular engine and feature tutorials cover things.
I’m actually interested in the step-by-step process and videos covering the build up of the levels in their natural sequence that might make things a bit more clear early on, so I can have that “ah ha!” moment and the “oh, that’s why they did that!”
Another example would be, there was a breakdown of the Mobile Temple level which made sense, but what about the other content?
On the content creation side, just how was that Vehicle Game desert rally level made?
It would be interesting to see how the content was created.