Bug Fixes

Reviewing the navmesh

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The Far Cry engine and tools used are finalised, this means that most of the bugs I had to deal with related to the design and ergonomics of the level. With years of QA experience I am able to spot and fix issues these issues during development, so they are dealt with by the end of the iteration process. The key areas for bug fixing were:

  • Removing obstructions that prevent the player smoothly traversal across the space.
  • Optimising object use to ensure good final performance whilst maintaining visual fidelity.
  • Making fractional tweaks to ensure the cover was correctly placed by algorithm.
  • Reviewing the position of each object to prevent floating objects.
  • Checking the navmesh to ensure tight spaces are navigable by the Ai.

Steps taken to polish

Decluttering the main path

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I finished the level by smoothing out the experience, without making any material changes. Some examples of the steps I took are:

  • Improved the composition of the environment when seen from the entry point of each encounter.
  • Blended objects into their environment using mud textures where they joined the ground.
  • Reviewed the art assets used to ensure consistent art style.
  • Created mountains outside the playable area to give the player the experience of being in a vast mountain range.
  • De-cluttered the main path by reducing the number of objects, creating a cleaner, clearer, environment.

Visual polish by stages

Spawn Point

Pre-polish

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First Encounter – Outskirts

Pre-polish

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Second Encounter – Temporary Camp

Pre-polish

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Tunnel to Encounter Two

Pre-polish

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Third Encounter – Headquarters

Pre-polish

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Temple Extraction

Pre-polish

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