Evendim - A Taste of Twilight
[22-May-2007]
The Lord of the Rings
OnlineTM:
Shadows of AngmarTM
(LOTRO) has been live for about a month now, and you've been exploring the
lands of Eriador while uncovering the evils of Angmar at every step. You've
restored the Quick Post in the Shire and helped to push back the evils stirring
in the Misty Mountains. Some of you may even have
reached the city of Carn Dûm
itself and confronted its steward.
So, where to next? As LOTRO's developers, we had a number of
options available. Many locations, both obscure and well known, came across our
plate when planning out the first steps into our content update plan. In the
end, we settled upon one of the most requested locations in Eriador - Lake Evendim
and the Twilight Hills!
Kick your shoes off, grab your beverage of choice, and relax
as we give you a sneak peek at the steps involved in the creation of our first
content update: The Shores of Evendim!
First - The Meetings!
As the end of commercial launch development for LOTRO
rapidly approached, we began looking at what we wanted to do in the future,
particularly for our first post-launch content update. Turbine is a company
known for its live updates and we wanted to start with a bang, to get the
momentum going.
We sat down, looked at our game, and concentrated on some of
the various itches we wanted to scratch with this update. We wanted more
content, specifically for the level 30-40 crowd. We wanted a location that
would allow us to create a set of different and interesting-looking visuals. We
wanted to create an area with a large scale, but one that could be feasibly
constructed in the time we had to build it in. Perhaps most importantly, we
also wanted to move our area-defining Epic Story forward.
Eriador offered us a number of options. We teased many of
these locations in our maps - Eregion, the Far Downs and Tower Hills, and
Evendim are just a few examples. Eventually, we decided that Evendim would be
able to fit all of our needs. As luck would have it, many of us on the team have
wanted to work on Evendim, Annúminas and the Twilight Hills for over a year now
-- ever since our artists created some early concept pieces.
(Click for larger images)
Building a Better Biome
Once our high-level goals and objectives were set and a
deadline established, we were able to begin developing concepts and themes for
the area (for story, gameplay, and art). Within a week we knew what we wanted
to do - from new monsters and points of interest (by the way - Evendim is
introducing several new monster types to the LOTRO bestiary) to environmental
assets and terrain layout. With this list (and our ideas) in hand, we
approached the art team and requested concept art for key items.
Typically, monsters, armor and points of interest receive a
full-blown concept art treatment; then, while the concept artists are working
hard on these new concept pieces, the World team begins concepting the
landscape. The World team meets and begins brainstorming the environmental
biomes. Our own list of ideas is then brought to our team's environmental
artist, who starts by researching real-world reference for the biomes we want
to represent.
And while all of the art concepting is going on, others on
the World team are developing the background systems that make an area of the
world work - travel, defeat, mixed spawns, monster camps, etc.
After a few weeks' time, the Art and World teams (with
concepts in hand) were prepared to begin building Evendim.
Sculpting the Land
Developing Evendim (like all of our other areas) was a
multi-stage process. In order to get what we wanted out of the landscape, we made
multiple passes on each area.
Our first pass was our rough terrain and texture pass.
During this stage, we laid out the high-level look and feel of the landscape.
We got a rough sense of what was passable and what was not, called out primary
bodies of water, and laid down the first coat of landscape textures.
The second pass was when we truly began to bring character
to the landscape. Using our planning maps, Evendim was broken down into
numerous smaller divisions and tasked out to the members of the World team to
develop. This stage involved a more in-depth look at the terrain (further
refining passability), terrain textures (painting the grass, dirt and cliff
textures where they belong), introducing scenery assets to the landscape (such
as trees, rocks and plant frills), and placing the numerous and varied points
of interest on the landscape (ruins, towns, wild ravines, etc).
The third pass through Evendim involved the integration of
all the (many) associated content systems that make the world come alive. These
included placing mixed and camp spawns, resource nodes, critters, travel
routes, town and craft services, and rally points. At the end of this stage,
Evendim was largely playable.
While the world team was working hard to bring Evendim's
landscape to life, the content team was also working to fill it with fun and
varied content.
From Our Hands to Yours
So, we've built the landscape and filled it with content.
What do we do next? We give it to you, the players, to enjoy! Once Evendim is
out the door, we begin the process anew and start planning what our next update
will contain (some of us were even beginning the planning while we were
finishing up Evendim).
That about wraps up our sneak peek at what goes into the
development of a new area. When all is said and done, we hope to have created
an exciting new area for adventurers to explore, which will be a fitting new
addition to the playable lands of Middle-earth.
Evendim Points of Interest
Bullroarer's Sward - Through a small pass in the
hills north of Brockenborings, players can enter Bullroarer's Sward. It was
through this land that the goblins threatening the Greenfields came. Its
rolling hills and patches of forest hide the Hobbit villages of Oatbarton and
Dwaling, as well as the North Bounds. It is here that players will encounter
the first of Evendim's numerous new monsters - the Boggart.
Barandalf - Along the banks of the Brandywine
is the Barandalf, a massive sandy sprawl. Amidst the clumps of hardy reeds that
grow in the dunes, the entrancing lights of the corpse candles can be seen,
neekers chirp amongst the reeds, and tomb robbers sift through the sand in
search of relics of ages long past.
Matt Elliott is a life-long New Englander, hailing from northern New Hampshire. Inspired by the likes of
Thief: The Dark Project and
Final Fantasy 7,
he achieved a degree in animation and digital design and returned to
New England to do freelance web-site and character design. A portfolio
submission and a whirlwind interview later, Matt began his career in
the gaming industry as a production artist on a game called
Middle-earth Online (though rumor has it that that project is now called
The Lord of the Rings Online).
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