Creating a Map for PlayerUnknown's Battlegrounds is a monumental enterprise. The default size for these zones is 8 kilometers long for 8 kilometers wide. It is an area of 64 square kilometers that The PUBG Corporation needs to pack with interesting places. And the job of monitoring this production belongs to PUBG Art Director Dave Curd, whom I spoke to in late October.
Here he explains the great responsibility for his job.
"The first is to monitor the visual development of all the Map Creation," said Curd. "It's all from the color palette, the trees, the rocks and the architecture – what" uniques "are. Only meat and potato art director. But there is also a lot of guidance, management, coaching, working directly with all our environmentalists, creating paintings, a lot of reference collection, and as you expect many meetings. »
Too Great for Micromanage
So many Curd jobs ensure that everyone is working towards a similar goal. But it's not necessarily just making decisions or approving assets. A 64 sq. Km map is too large for a person to micromanage. And it starts from the top with the Korean management of The PUBG Corp. It acknowledges that it must give Curd freedom to get work done.
"I came up in traditional western triple-A development at Raven Software," said Curd. "PUBG really trusts the PUBG Madison studio to innovate and anticipate and try new things… If we were all bound and bound by meetings, you would never get an 8 to 8 mile map done. It's too much to make too much trouble, too many decisions to be made, for many cities to be designed. You must have the freedom to loosen, fail, innovate and try new things. "
And since PUBG is a live service game, the development team can do something about its mistakes. Curd says he believes everything in the last player is on the table for improvement.
It means making tweaks to a well-known map like Erangel, but it also means accepting the criticism of a splitting card like Miramar. The PUBG team launched the desert map as a follow-up to Erangel in December last year. After that release, many fans shouted out their problems with the dusty open environment.
And Curd notes how the team reacted by making changes.
"The great thing in Miramar, between how it was first launched and where it is now, we have simplified the layouts where we could," said Curd. "We also offered a little more verticality. In some of our higher buildings, it's not just stairs. There are holes in the floors. Then we get small file cabinet and stuff for players to climb through, so it's more than a way to clean a room. "
Tighten Graphics on Level 3
In addition to design changes, Curd says his team will always try to work to make the game look better overall.
" We are always looking to increase our visual fidelity "said Curd." Whether it's looking at props or so, we saw Korea adding some very fun weather settings to Miramar, which I thought was very fun. Again, it is the pleasure of the ever-enduring game. We have so much freedom to keep adjusting and pushing and trying to do better. "
And with PUBG, we attract more and more hundreds of thousands of players every day and the studio will continue to make improvements and introduce new stages in the foreseeable future.
For more insights from David Curd about making the maps for PUBG, click on the next page to read the edited transcript of my interview with him.