News Liste Bare Butt Boxing

DEV LOG 02 - LEVEL CREATION PROCESS
Bare Butt Boxing
01.11.22 22:41 Community Announcements
The different levels are a key factor for Bare Butt Boxing's gameplay to work. As such, we spend a lot of time and effort to make our maps as engaging and polished as we can. We want our levels to feel unique from each other, while still fitting within some general criteria.

They must have roughly the same size, which we feel is optimal for games with 4 to 6 players. We usually want different layers of heights to create interesting gameplay situations, a few areas where players can fall off the map, etc.



Layout & Playtesting


Making Bare Butt Boxing levels is time consuming, so we must ensure each level we create will be worth the effort we put into it. This is why we segment the level creation process into individual parts.

Everything starts with a crude layout of what the level will look like. At this stage, we figure out the placement of goals, define which areas should be more or less dangerous and ensure that every part of the map feels interesting.


Short timeline of typical changes we might make during playtesting iterations.

This rough process is fast, like building with lego blocks and allows us to start playtesting the level quickly. During and after each playtest we discuss what could be improved for the level to feel balanced and fun. We move walls around, we might add a barrier or readjust the position of a goal. We play again and find more ways to optimize the layout until we're confident it's a great new addition to our existing lineup.

Level Theme & Concept


We think about the theme of the level early during the layout phase. By the time the layout is done, we have made our mind on the theme and are ready to begin the concept art phase. Once again, we are aiming for variety. But we are also taking into consideration how long certain types of maps would take. For example, a jungle would take longer to model and texture than a urban environment.

At this stage we hand over the layout to our talented concept artist who uses it as a guide for required level dimensions.


Above you can see the completed concept stage of our Skatepark level.

Creating the 3D level


After the concept phase is complete we pass over the level to our amazing 3D artist who interprets the concept art and translates it into 3D. This final part takes the longest, but it's also one of the most exciting as we slowly see the level take it's final form. Creative solutions and tweaks are usually required on the way to make sure the level works in a three dimensional space and still holds true to the layout we validated. Modelling is followed by texturing and finally by lighting. Bare Butt Boxing uses a combination of baked lighting with global illumination, this creates a rich and believable feeling, and dynamic lighting for dynamic objects and shadows.


A near final look of the skatepark level with some polishing still remaining.

We can't wait to make many more levels once the game hits Early Access, and we look forward to involving you, the players in this process.

You can expect polls in which you've be able to vote for level themes.

So as always, stay tuned for more!
Tuatara Team