There’s lots into making a zone. From standardizing a theme and finding a concept based on the original gameplay design and story. Puzzling together pieces and orchestrating combinations of sounds, music and effects to give your content a soul. But above all is to find the right balance in making everything interesting while transitioning from welcoming, to challenging and eerie to dangerous between different places in the same zone. Planning and brainstorming are very important aspects and it could definitely take its sweet time to figure out all areas involved in this process. Fortunately the team has lots of experience within each area of design. We’re planning meticulously every aspect from light balance, sounds how the characters would get through different narrow passages and how buildings and roads are connected and lead from one area to another seamlessly and consecutively.
This winter the team will be focusing in many new aspects of lore, combat mechanics and sound engineering to bring the right atmosphere to Wynterford. A southern Navaria metropolis of the modern world built on top of an ancient and lost city; a place where humans trade, prosper and seafarers bring stories from all over the world and who are the culminating point of discussions at local inns and taverns. A nexus where adventurers gather information and are ready to head out to find out more about said legends that lurk in exciting places surrounding the city.
Architecturally the city will be hosting a large harbor and be surrounded by commoner buildings. On the top of the hill and behind the city walls you’ll find tall towers and the majestic aqueducts bringing in fresh water to Wynterford. An essential aspect of modern technology for the Bolath.
Epos Studios LLC