So yeah, as mentioned in the previous devlog, today is about the creative process behind making assets. The example for this will be the Housing Department, the 'manager' building for the generic population type.
This is a building in my hometown, which although it's freely available online, I've felt the need to pixelate out any identifying marks on the photo, for as much good it'll do. Why this building though? Well, it's familiar to me, and looking at it, you've got to agree that it's drab office exterior is perfectly generic for the purpose we need it for.
Google Maps shows us that the building's an L shape, so let's work with that.
It's basic, and servicable, but one of the narrative themes for BLEAK is that everything that's happened, when it happened in the BLEAKverse, it was bigger, badder and just generally more. So let's bring that into the visual design. What's better than an L? Well I'd say a U shaped building, since it'd have another wing, and the benefit of the courtyard being enclosed, with the two wings looming over it.
So let's see how that'd work.
Well, that looks better, doesn't it! This design also has the added benefit of making more efficient use of the 30x40m footprint I've given it. Whilst stranger, tetris piece shaped buildings is something that I'd love to have done, to implement it now is much more work than I'd feel comfortable undertaking.
And here's what the 'final' design looks like:
Not much changed from the sketch, other than the addition of a courtyard area, which eventually got filled by a pointless statue, because oh lord do I love the concept of these kind of Plop Art decorations