Shootmania : Proceduralism [Scroll Down To See Our Modular System]

Step 1 : Wall System Straight & Pillars

Step 2 : Adding Corners, Tshaped & Slopes.

Step 3 : Adding Cross, Slopes, Curve1

Step 4 : Carving Walls & Curves

Step 5 : Adding Cliffs.

Step 6 : Adding Water.

Step 7 : Making Cliff More Natural.

Step 8 : Adding Roads.

Step 9 : Adding Player Spawn & Tech.

Step 10 : Playing ! :-)

From 2010 to 2012, I worked on Shootmania : Storm pre production and prototype.

Was in charge of "The Castle Kit / Walls".

I worked with Francois-Xavier Delmotte to define the modularity than made all the according blocks from modeling to texturing and lighting. Also worked on rocks, cliffs, and vegetations.

Challenges :
- Defining the visual foundation of Shootmania
- Working on what will be Shootmania [While we knew how to make a Trackmania, we had to figure out the FPS mania recipe].
- Set top notch modularity system.
- Once reconstructed environment got to be credible.
- Photo sourcing textures. [Diffuse, Spec, Glossiness, Fresnel, Normal Map].
- Optimizing the data [Tri Count, Lods, UVS, Lightmaps].
- Set lighting on my own blocks so they could look nice in all moods [Morning, Day, Evening, Night].

The team was really small for a such quality : 4 persons.

Art / Level design & Design Team Credits : Francois-Xavier Delmotte, Florent Castelnerac [CEO], Stephen Magnardi, Bertrand bregougnoux & myself.