I worked with terrain and procedural rules to form the shape of the river in the DLC, island placement, shape and shores.
This was a multilayered task. At first it was the creation of the world itself, along with the Art Director, Art Lead and World Directors we worked on creating a believable representation of the Nile. The challenge, of course being the compressed scale of the game compared to real world. We had to represent hundreds of square kilometers in just a few kilometers of space.
Next was the shoreline itself. As the shore needed to be in a specific metric to work, it had to be hand sculpted – this was over 25km of shoreline to sculpt. We worked with procedural artist Pavel Kalinov, who created both a tool for fast procedural sculpting and custom rules for the vegetation to complete the look and feel.
Art Director: Eddie Benun
Art Lead: Biser Parashkevov
Technical Art Director: Yavor Yakovliev
World Director: Kamber Hasan
Procedural Artist: Pavel Kalinov