{"id":602,"date":"2020-06-17T22:15:23","date_gmt":"2020-06-17T21:15:23","guid":{"rendered":"http:\/\/epochgames.co.uk\/wordpress\/?p=602"},"modified":"2020-06-17T22:15:23","modified_gmt":"2020-06-17T21:15:23","slug":"tunnel","status":"publish","type":"post","link":"https:\/\/epochgames.co.uk\/wordpress\/2020\/06\/17\/tunnel\/","title":{"rendered":"Houdini Procedural Tunnel Tool"},"content":{"rendered":"<p><span style=\"font-weight: 400;\">Welcome back, it\u2019s been a month since a lot has happened in our development, and we would like to show it off to you! Recently we had a conversation with Ben Kelly one of our \u201cLevel Designer\u201d who created this awesome tunnel creation tool to help ease workflow. Let\u2019s hear from him how his tool works <\/span><\/p>\n<p><strong>What is your background in and how did you become apart of epoch games<\/strong><\/p>\n<p><span style=\"font-weight: 400;\">In 2018 I decided I wanted a career change and started teaching myself about Environment Art, 3D modelling and Game Design. Since then I&#8217;ve worked on a number of solo projects I&#8217;ve posted on my portfolio on Artstation. I was then contacted by Epoch Games in May 2020 and offered an interview for the role of level designer.<\/span><\/p>\n<p><strong>What made you think of creating this tool<\/strong><\/p>\n<p><span style=\"font-weight: 400;\">Once I finished the 2D layout on my first cave I was looking at spending a ton of time blocking out tunnel segments &#8211; or having to use a library of existing models and try to make them fit my layout. I&#8217;ve been using Houdini on and off for a couple of years, and it got me thinking there might be a way of making a procedural tool to make tunnels. It started off with a really simple test: can I make a curve in Houdini, then use a sweep to make a tunnel, invert the normals, apply collision and bring it into the engine? The test worked, and it grew from there, based on what I felt the tool needed in order to work properly. Using Houdini Engine is really rewarding, as it&#8217;s quick to build and test tools and the integration with Unreal Engine is fantastic.<\/span><\/p>\n<p><strong>Could briefly explain what houdini is.<\/strong><\/p>\n<p><span style=\"font-weight: 400;\">Houdini is 3D modelling software that is best known for its use in special effects for Hollywood movies. It has a different approach to modelling with a non-destructive workflow that builds models via nodes rather than the traditional way of moving vertices around. It has a steep learning curve, but is gaining popularity in the game industry as a powerful tool for procedural modelling.<\/span><\/p>\n<p><strong>How will it assist with the development of The Lays of Althas: Sundered Order<\/strong><\/p>\n<p><span style=\"font-weight: 400;\">This first version is going to save time and give better flexibility for level design. The alternative is having to model a section by hand or find existing tunnel section models and try to make them fit &#8211; that can work, but it&#8217;s slow and can be limiting and can make levels feel very flat. With the tunnel tool we can make any size and shape we want in a few clicks. More importantly, because it&#8217;s procedural, we can make changes on the fly. So when it comes to play-testing we can run through a section, tweak it, run through it again and that&#8217;s all done in real time without having to leave Unreal Engine and go into a modelling package, or search through a library of assets to find an alternative model.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">I&#8217;m also working on V2 of the tool, which will take these block-out tunnels and subdivide them, apply noise, materials and scatter rocks and vegetation on the floors, walls and ceiling. Once that&#8217;s in place it&#8217;s then a few clicks to go from block out to final game-ready mesh, which is a huge plus.<\/span><\/p>\n<p><strong>When it comes to &#8220;blocking out&#8221; \/ rough drafts what are some ideas you use to form a level<\/strong><\/p>\n<p><span style=\"font-weight: 400;\">I like to try and understand how the level should impact the player&#8217;s character arc &#8211; are they discovering a secret, acquiring new gear, finding an ally. Then try to get inside the head of the NPCs &#8211; why and how are they using the space and what&#8217;s their motivation for being there in the first place. Once I&#8217;ve got this in mind I then start gathering references &#8211; that could be looking at documentaries, playing other games, looking up images and then the ideas flow from there. With a non-linear game like Lays of Althas I also try to make sure there are multiple ways for a player to progress and move through a level, where possible.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">We appreciate Ben Kelly for creating such a useful tool, see below some images of the tool in action and here\u2019s a link Ben himself in video form explaining his creation !<\/span><\/p>\n<p><a href=\"https:\/\/media.indiedb.com\/images\/members\/5\/4381\/4380425\/profile\/5.PNG\" target=\"_blank\" rel=\"noopener noreferrer\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/media.indiedb.com\/images\/members\/5\/4381\/4380425\/profile\/5.PNG\" alt=\"5\" width=\"960\" height=\"468\"\/><\/a><\/p>\n<p><a href=\"https:\/\/media.indiedb.com\/images\/members\/5\/4381\/4380425\/profile\/1.PNG\" target=\"_blank\" rel=\"noopener noreferrer\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/media.indiedb.com\/images\/members\/5\/4381\/4380425\/profile\/1.PNG\" alt=\"1\" width=\"961\" height=\"468\"\/><\/a><\/p>\n<p><a href=\"https:\/\/media.indiedb.com\/images\/members\/5\/4381\/4380425\/profile\/3.PNG\" target=\"_blank\" rel=\"noopener noreferrer\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/media.indiedb.com\/images\/members\/5\/4381\/4380425\/profile\/3.PNG\" alt=\"3\" width=\"954\" height=\"468\"\/><\/a><\/p>\n<p><a href=\"https:\/\/media.indiedb.com\/images\/members\/5\/4381\/4380425\/profile\/6.PNG\" target=\"_blank\" rel=\"noopener noreferrer\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/media.indiedb.com\/images\/members\/5\/4381\/4380425\/profile\/6.PNG\" alt=\"6\" width=\"956\" height=\"468\"\/><\/a><\/p>\n<p><a href=\"https:\/\/media.indiedb.com\/images\/members\/5\/4381\/4380425\/profile\/4.PNG\" target=\"_blank\" rel=\"noopener noreferrer\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/media.indiedb.com\/images\/members\/5\/4381\/4380425\/profile\/4.PNG\" alt=\"4\" width=\"943\" height=\"468\"\/><\/a><\/p>\n<p><a href=\"https:\/\/media.indiedb.com\/images\/members\/5\/4381\/4380425\/profile\/2.PNG\" target=\"_blank\" rel=\"noopener noreferrer\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/media.indiedb.com\/images\/members\/5\/4381\/4380425\/profile\/2.PNG\" alt=\"2\" width=\"953\" height=\"468\"\/><\/a><\/p>\n<p><iframe loading=\"lazy\" src=\"\/\/www.youtube.com\/embed\/6UNfcmXmN7k\" width=\"600\" height=\"338\" frameborder=\"0\" allowfullscreen=\"allowfullscreen\"><\/iframe><\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Welcome back, it\u2019s been a month since a lot has happened in our development, and we would like to show it off to you! Recently we had a conversation with Ben Kelly one of our \u201cLevel Designer\u201d who created this awesome tunnel creation tool to help ease workflow. Let\u2019s hear from him how his tool&hellip;&nbsp;<a href=\"https:\/\/epochgames.co.uk\/wordpress\/2020\/06\/17\/tunnel\/\" class=\"\" rel=\"bookmark\">Read More &raquo;<span class=\"screen-reader-text\">Houdini Procedural Tunnel Tool<\/span><\/a><\/p>\n","protected":false},"author":5,"featured_media":0,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"neve_meta_sidebar":"","neve_meta_container":"","neve_meta_enable_content_width":"","neve_meta_content_width":0,"neve_meta_title_alignment":"","neve_meta_author_avatar":"","neve_post_elements_order":"","neve_meta_disable_header":"","neve_meta_disable_footer":"","neve_meta_disable_title":"","ngg_post_thumbnail":0,"footnotes":""},"categories":[23],"tags":[],"_links":{"self":[{"href":"https:\/\/epochgames.co.uk\/wordpress\/wp-json\/wp\/v2\/posts\/602"}],"collection":[{"href":"https:\/\/epochgames.co.uk\/wordpress\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/epochgames.co.uk\/wordpress\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/epochgames.co.uk\/wordpress\/wp-json\/wp\/v2\/users\/5"}],"replies":[{"embeddable":true,"href":"https:\/\/epochgames.co.uk\/wordpress\/wp-json\/wp\/v2\/comments?post=602"}],"version-history":[{"count":2,"href":"https:\/\/epochgames.co.uk\/wordpress\/wp-json\/wp\/v2\/posts\/602\/revisions"}],"predecessor-version":[{"id":604,"href":"https:\/\/epochgames.co.uk\/wordpress\/wp-json\/wp\/v2\/posts\/602\/revisions\/604"}],"wp:attachment":[{"href":"https:\/\/epochgames.co.uk\/wordpress\/wp-json\/wp\/v2\/media?parent=602"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/epochgames.co.uk\/wordpress\/wp-json\/wp\/v2\/categories?post=602"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/epochgames.co.uk\/wordpress\/wp-json\/wp\/v2\/tags?post=602"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}