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Dragon Quest 11 3d Vs 2d

DRAGON QUEST Xi Due south: Echoes of an Elusive Age - Definitive Edition more lives up to its proper name. It'southward a dramatically enhanced version of the classic RPG that adds both new story, and new features.

One of the most exciting new features is the power to play the entire game in ii very unlike visual styles: 3D and 2D.

The former features wonderfully detailed, vividly colorful Hard disk drive visuals, while the latter features expressive sprites that evoke the experience of classic DRAGON QUEST. Both are beautiful in their own right - and one proficient example of that is in the city of Heliodor.

Just how practise you create the same location in two very different visual styles? We asked two people uniquely qualified to answer: DRAGON QUEST XI Southward Manager Takeshi Uchikawa, and 3D Art Director Yoshiko Hiyama.

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Conception of a upper-case letter urban center

Heliodor is the commencement city you visit in DRAGON QUEST Eleven S. Information technology's a beautiful, sprawling location, full of shops, churches, houses and buildings, that begs to exist explored. That's by design, and the area is full of ways to let you do it. You can go into many buildings, clamber over the rooftops, find treasures and secrets - in short, it'southward a richly realized location with a real sense of 'place'.

Of course, in DRAGON QUEST 11 South it exists in two completely carve up forms: 3D and 2nd - and before the squad could offset edifice it proper, they had to lay strong foundations.

"Creating a town begins with the staff involved grasping 2 things: what we want to do and the overall image we want to accomplish," says Hiyama. That'due south washed through discussions with the manager.

"The 2D artists so expand on the general information obtained through these discussions and begin to develop concept fine art, showcasing things like a complete view of the town and its street corners. They as well capture its facilities like shops and churches, as well as the townspeople'south' livelihoods."

"Through these visual representations, the desired management for a town is communicated to all the staff involved in building it."

Concept art for Heliodor


Of class, it's non merely how the boondocks looks and feels that matters - the creators also have to consider how information technology plays. Afterward all, locations in the DRAGON QUEST series are designed to be enjoyable for players to traverse, so the developers had to ensure that towns like Heliodor are structured in a way to back up that.

"While the artists work on the visual design on the town, the map planners develop a blueprint for the boondocks that incorporated things such equally gameplay elements and flow, as well equally the data obtained from discussions with the director" says Hiyama.

"These blueprints are required in gild for the staff involved to have a shared understanding for the gameplay and construction that needs to be achieved in a given town."

Concept art and blueprint of Heliodor'southward throne room

Heliodor Throne Room in-game


In one case the 2nd art and blueprints have been created, they are sent up the chain for review.

"The director and art manager review the concept fine art and blueprints and provide feedback. For a complex town like Heliodor, it's important that their viewpoints are properly communicated to the map planners and environment artists, so the general flow involves steering things in the right management.

"The process is repeated, and the work refined over and over until nosotros have fully solidified the kind of town the location should be."


Making of a mini-metropolis

Armed with a clear vision for what Heliodor should exist, piece of work started on edifice information technology. The first version of the boondocks to be constructed was the 3-dimensional Heliodor - and it's a process that took time and constant refinement.

Hiyama explains: "The staff had an understanding for the general framework and paradigm the director hoped to achieve through visual references and pattern designs.

"Using those references, we built out the boondocks with temporary models and walked through it to repeatedly bank check and adjust aspects such as the scenery, playability, and comprehensibility."

"When the overall structure was solidified using the temporary model, the detailed buildout was able to start. At this stage, we finally saw detailed models and textures being applied, besides equally adjustments being made to the lighting in hostage."


Tales of a two-dimensional town

With the 3D version of the town well on the mode, another team of developers set up to piece of work on making the 2D version - but it wasn't just a case of recreating information technology from an overhead view - information technology had to be redesigned for this new perspective.

"There was a need to devise methods to showcase certain things in a way that was unique to 2D," says Uchikawa. "Take the interior structure of a building as an case - even if the structure didn't pose any issues in 3D, there could be limitations when information technology was depicted on a flat plane.

"For example, having several floors that overlap in circuitous means isn't any item result in 3D - as long every bit the direction of travel is articulate. But when converted into second, at that place were unforeseen areas that were either hard to meet or comprehend."

Inevitably, changes had to be made for the 2D version of Heliodor - some of them more drastic than others. Ane that will be immediately noticeable when you play DRAGON QUEST 11 S: Echoes of an Elusive Historic period - Definitive Edition in both modes is the divergence in the roofs.

Uchikawa explains: "A sure level of confusion could non be avoided if we were to go along the triangular rooftops, and so we attempted to make the rooftops expect like terraces, tried placing ladders, and largely changed the building structure.

"We devised many creative workarounds in the design and layout - our priority was to allow for piece of cake comprehension rather than ensuring its visual advent aligns one-to-1."

While differences were inevitable - and necessary - the team worked hard to make sure that the second version of Heliodor kept a similar spirit to the 3D version. They wanted to ensure that it was recognizably the same identify as its polygonal counterpart.

"The placement of standout buildings and the presence of staircases impact the overall impression of Heliodor, so we tried to align them with the 3D version as much equally possible," says Uchikawa. "Elements that were more focused on adding to the environs or atmosphere in 3D were removed as much as possible since the focus was merely placed on making the area like shooting fish in a barrel to navigate around."

Hurdles of a multi-dimensional Heliodor

The procedure of edifice Heliodor was non without its challenges, in both 3D and 2d - although the nature of those challenges differed.

For the 3D version, the team encountered a number of problems due to its size and intricate design.

Hiyama says: "Heliodor was a town that had been created earlier in development, then it also served equally the touchstone in measuring a town'southward sense of scale. That said, the town we were initially pushing forward was a bit too expansive, and given its complexity, just walking around the entire area felt tiring.

"To deal with those problems, we placed locations that players may access frequently along a relatively accessible path. Quite a scrap of consideration was made and so that players wouldn't demand to walk effectually every corner of the broad and complex town each time.

"Areas like dorsum alleyways and backyards were used for hidden elements or side roads, and their roles were clearly distinguished. We made certain to accost things so that the town doesn't look more open up/expansive than needed from a visual standpoint."

Likewise every bit navigation issues, the density of Heliodor too caused the team a headache on a technical level - information technology was really pressuring the hardware.

"Heliodor is a town with many buildings, and a diversity of people live here, so our initial builds were exceeding our chapters and processing loads," says Hiyama.

"I think this part may have been the virtually backbreaking upshot to tackle, and to deal with information technology, we took detailed measures for various information.

"Allow'southward await at groundwork environment data as an example. We went through and investigated whether at that place are whatever LOD (level of detail) models that weren't equally effective or necessary as others and deleted them.

"As a countermeasure to lighting load issues, we placed a simplified dummy model over the entire area to drop shadows. And so when you play DQXIS, the building shadows you see in Heliodor aren't the shadows from the buildings y'all actually see - they're the shadows cast by the dummy model!"

The developers working on the second Heliodor too faced issues with navigation - partly as a consequence of the unique overhead perspective.

Uchikawa explains: "This isn't express to Heliodor, only given the map construction is based on a summit-down perspective, we did run into a claiming where the map felt disruptive unless the entrance to houses were always facing forward.

"Merely if the entrance to all houses face forrard, the overall impression of the town would veer too far from the original map, so we made entry possible from either the left or right on select houses, finding creative workarounds by calculation a fence or something that would act as an indicator.

"Furthermore, we tried to go far easier to identify by besides displaying the position of the door on the in-game map."


Echoes of what could have been

The teams' work brought Heliodor to life in vivid detail in both 3D and second, but is in that location any office of the urban center that didn't brand it into the final game? According to Hiyama, there was ane DRAGON QUEST staple that could take been present.

He recalls: "This is simply one idea that was brought upwardly during the concept art phase, but there was an idea to include a well that connects to an undercover surface area - an element that follows traditional gameplay institute in DRAGON QUEST games. Although the idea is adopted elsewhere, we did not incorporate it into Heliodor.

"The area aboveground was already quite voluminous, and given it already incorporated a similar type of feel - where yous caput downtown to infiltrate through a secret passage - nosotros felt that the gameplay chemical element utilizing the well just wasn't necessary."


Contemplations on a completed city

As DRAGON QUEST Eleven S: Echoes of an Elusive Age - Definitive Edition releases on PS4, Xbox One, Xbox 1 Gamepass and PC (Steam, Epic Games Shop), Hiyama reflects positively on their work on Heliodor.

"Production took place under a tight schedule, but we were still able to capture the lively nature of the town from a visual standpoint that reflects Heliodor's position as one of the main towns in the game. I am especially grateful to the environment designers for the hard work they put into building this expanse."

His feelings are echoed by Uchikawa, who adds:

"I'k pleased we were able to retain a level of playfulness unique to 2D maps.

For instance, nosotros were able to create a secret room hidden in the shadows of a building. Although information technology'southward an old-fashioned method, we'd be satisfied if this puts a grin or a smile on your face and you feel a sense of nostalgia - that's exactly what nosotros were aiming to achieve.

"Every bit for the exact location… delight attempt to find out for yourselves!"

Many thanks to Hiyama and Uchikawa for taking us into Heliodor'south many nooks and crannies. You can experience this amazing location for yourselves past playing DRAGON QUEST Eleven S: Echoes of an Elusive Historic period - Definitive Edition, out now for PS4, Xbox One and Steam (and fully playable on next-gen systems too).

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Source: https://www.square-enix-games.com/en_EU/news/dragon-quest-xi-s-heliodor-2d-3d

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