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Siege: WW2 maps

Some maps and concepts from our title Siege: WW2. These environments were made in Unity for mobile devices, and are therefore as resource cheap as I could make them. Basically no alpha used at all, only diffuse with low resolution lightmaps. to create the ground I first started with a tiling texture on a long plane. Then I used a lot of oddly shaped low resolution meshes with varying 128x128 tiling textures to mimic a splat map of sorts, cutting away the plane where it was covered to save lightmap space . My rule of thumb was that every tiling texture had to tile at least 6 times (comparing to 1 to 1 UV space if that makes sense). This resulted in having a 512x512 lightmap and only around 600k give or take of textures needed per map. Interesting challenge to say the least, as the solution to making this performant on our minimum spec was in effect to do it in the dumbest way possible. Nothing fancy at all, just textures and meshes.

Bastogne map concept. This one didnt make it to production but I had fun with the concept.

Bastogne map concept. This one didnt make it to production but I had fun with the concept.

Concept for one of our Berlin maps.

Concept for one of our Berlin maps.

Normandy map concept. This one was difficult due to the map transitioning from effectively one tileset to another. Tough without using alpha (overdraw issues in Unity

Normandy map concept. This one was difficult due to the map transitioning from effectively one tileset to another. Tough without using alpha (overdraw issues in Unity

Siege: WW2 Environments done in Unity. Little to no alpha used and most textures are 128x128.

Siege: WW2 Environments done in Unity. Little to no alpha used and most textures are 128x128.