Hey all! Time again for another workbook entry. There’ll be plenty of pictures this time, so I’ll try to cut it short, since pictures do speak more than words.

These past days, I’ve fully decorated the second Chamber/level with the elements that I had planned out. There’s only a couple of things left to do and that is to bake some occlusion culling, to ensure that any models that aren’t in view won’t be rendered (saves processing power, better frame rates!)

Last, but not least, me and Anders from the sound production programme are going to implement the music tracks he’s been making for the two levels. They won’t make the new playtest version, probably, as I’ll need to do the test this weekend in order to be able to compile the results in time. The music will be there in time for the presentation on Friday though, so that’ll be awesome! The playtest demo might also be published online, just to show off what’s been accomplished with the project so far. We’ll see, time will tell!

Anyway, I could write down all the little details that I’ve added to the levels, but I thought it’d be more interesting to peek at the changes yourselves. So, here’s a slew of before-after-screenshots of the locales that have been decorated in Chamber two. Enjoy!

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As you can see, I forgot to disable some lights related to the objects before I did the before-shots. The sand in the corners of some rooms is also not visible (oops!), but that’s an optimization since the player was way back at the start when I took the screenshots. No biggie though, the important stuff is the new models. What do you suppose they all mean? I won’t tell, of course, that’d spoil the whole subtle-interpretative storytelling!

That’ll be all for today. I might do another post tomorrow, one of a more textual nature. Until next time!

Marcus out.