cover of PCGUK 310 |
At the top of this post, you can see the "blank" overview map of Half-Life 2's d2_coast03. That's basically what I submitted to them for publication, along with some accompanying box-out text and images for their layout artists to use. Stylistically, it's similar to what I previously did for a PC Gamer UK retrospective on Half-Life 1, when I diagrammed the Black Mesa Inbound chapter and the "shark cage" setpiece in the Apprehension chapter.
But for this new illustration, I wanted to be more accurate and import the actual level geometry as a base. It ended up being rather time consuming to do all the test renders in Maya and iterate to that finished state, especially since I'm not used to working in a pre-rendered mode. I also didn't really know what kind of look I wanted? I knew I was partial to a sort of digital papercraft look, but I also struggled with keeping everything readable.
In print, the whole thing looked a little bit like this: