Atheria is a planet on the edge of Savage Space. The world is full of life due to its isolation away from other civilized parts of the galaxy. There used to be intelligent life, but from observing the ruins it's clear that something caused the people who used to be here to vanish. Wildlife still roam the planet, fighting for survival.
The world is designed to hold a stylized cartoony feel, while also being rendered realistically with PBR workflows. there were 3 main categories of assets to add to the world :
Foliage - Trees, bushes, grass, any organic nature element.
Landscape Assets - Rocks, cliffs, and ground assets.
Building Assets - Structures like the ruined houses, the pirate camp, and old furnishings.
The layout for the first level took so long to figure out. I first started with a more open concept, allowing the player to explore until they found what needed to be seen. But this didn't flow well and wasn't engaging. So I made changes to make it more linear, but still giving options to the player.
Atheria didn't always look so great. It went through different iterations as I developed the art style for the environment. I had to find a style that both fit the character and would be optimal for VR. I wanted to have RuinWaker as a whole feel similar to Ratchet and Clank style wise, so silhouette and form are important elements to exaggerate, while also still rendering in a realistic way.
The first versions of the planet were rough, lacked an organic structure, but had some of the right elements needed to build the level. I began with foliage types and generating tileable textures. The feel was getting closer, but was still very off.
The grass needed a rework, the tree's felt too plasticy, and the rocks had form, just not the right form.
I then redid most of the foliage, completely redesigning and modeling the trees. These new trees were also retopolgized and had updated LOD's in engine.
The rocks and cliffs also drastically changed as I moved to using more sculpted pieces. I liked the edge feel and the structure, but the volumes were still not right. Other changes also still needed to be made, like lighting. The layout though finally felt right in this composition.
Now that the rough layout was done, I had to go forward and construct some of the ruins that the player would be exploring. I wanted it to feel as if it was a medieval village the player finds. The people who used to live here are long gone, but the structures still remain.
This also allowed for a place for the space pirates to invade and loot story wise. Throughout the area they have set up their camps while collecting things from inside the house.
The buildings here were another part of the level that was cut. It didn't flow the best, and altogether did not serve the purpose of the story.
The rocks at this point finally held both the structure and volume I wanted them to hold in the scene. They too were also retopologized and made optimal for VR. Alongside this, I came up with a texture workflow creating specific smart materials in Substance for the groups of rocks in the scene. This meant that instead of me manually texturing every rock or rock set, I could now just drag-n-drop a material for the cliffs, even if I wanted to make a random new group.
The big thing that was still missing was improper lighting. The place still felt too warm.
To fix this I cooled the temperature on the main light, allowed for more light bounces on the light bake, and added better sub-surface scattering to the foliage shaders.
Comparing the shot here with the previous one shows the more welcoming feel Atheria took once these lighting changes were made.
The environment is the first 3rd of the first campaign level, and allowed for the development of the workflow for all the following environments as more progression is made for RuinWaker.