
I know the zone, the NPC, and roughly what’s going to happen, but that’s it so I have a lot of freedom.

We know it might be a cave, for example, and in the cave will be an interaction with a certain NPC.

“The first is that we have some idea of what we want to do but no visualization yet. “There are two ways, usually” Polina says. The creation of a new prefab often begins when an artist is provided with a brief, but the nature of this brief varies. These designs were created by artist Polina Logado. When this basic outline is established, the next step is for a concept artist to produce more detailed variations that are suitable for each of Hytale’s zones. The exact challenge provided by each of these elemental stone circles may differ, but each acts as an arena for a combat encounter that is triggered when players interact with the area in a particular way. Points of interest like these are an aspect of Hytale’s world quest system - they provide reasons to go exploring and the idea is that players will come to recognize the type of encounter they’re about to face whenever they see one. This very early version established the mood of the piece and also its role in the game. In this case, an initial rough build was done in game to outline the basic look and feel of the prefab. As detailed in our first post on world generation, prefabs are essentially blueprints for new environmental features, which means anything from rocks and trees to entire structures and special encounters.įor this example, we’re going to be focusing on the elemental stone circle point of interest, specifically the earth circle found in zone 1. In this blog post, we’re going to demonstrate this process by showing how our artists and world team developers work together to create new prefabs. Building content for Hytale involves a collaborative process that we’ve developed in the course of more than three years of work on the game.
