The Strategy Guide for 3D Artists or the Artists' Guide for 3D Strategies
summary
Explains how the world for kns fer 2 is built to be historically plausible yet readable across a continent-sized map, anchored by architecture, shapes, materials as design pillars. Describes concrete tool choices: atlas textures, LODs, a custom draw-call shader, and a normal-map trick that renders convincing foliage with trees at 50–100 polys. Gives the tradeoffs faced, the exact optimization numbers, and shows the final readable silhouettes and material palette used across towns and wilderness.
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chapters (13)
- 0:00Introduction
- 1:11Why this talk
- 2:40Speaker and Knights of Honor 2
- 4:53Designing Knights of Honor 2 world
- 7:40World-building pillars: shapes and materials
- 9:51Visual style choices
- 10:54Technical limits and optimization
- 11:58Low-poly trees with high impact
- 14:10Zero-budget art to game dev
- 15:13Creative problem-solving lessons
- 16:18Team effort and art’s role
- 16:403D artist at Black Sea Games
- 17:26Q&A
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