View Full Version : [Game Environment] Kabul Streets

09 September 2010, 08:02 PM
Not much going on here. My last project is still on page one and here is another one. ;)

The last weeks I worked on an interesting project with my company for a client from virtual training (serious gaming) sector.
The project was done with the Leadwerks 2.4 egnine which is really powerful if it's used right by an artist and coder.

I think the snippet from my company website explains the project quite well:

"The city environment of a sub-urb in Kabul was done for "serious gaming" purposes which simply means a simulation of trained tasks in a save environment - like a flight simulator. Our task was to develop seven buildings with complete additional props setup. The client will add vehicles and people with his simulation editor to fill the environment and set up misions."

Doing the project was pretty much straight forward. Collecting references, thinking about what buildings would make sense. Extracting textures - mostly for billbaords - from the references. Other textures are from CG-textures which is great source for an artists needs. I also used the decals from there which saved me a lot of time. After doing the assets all stuff has been added into Leadwerks Editor. Last thing was light setup and a small surrounding mountain terrain like Kabul has.

Leadwerks did very well using the project. I get a decent performance around 40-50 fps on maximum details with an 1680px screen resolution. Most work was involved into modeling but Leadwerks handeld the polycount of the city well plus "ADN Shadereditor" was a real timesaver although I have some wishes for improvements in further versions.

I'm now looking into new journeys with Pure3d like doing arch-viz based realtime work and a CG rendered job for the next time.

But if you like my the work of my company don't hesitate to contact me for art contracts or outsourcing game-development work. We are specialized on high-quality work and environment prototyping. For large tasks we work together with freelancers to asure best quality. :)

Check the Pure3d Twitter ( channel for our tweets or just step by ( :)

We also have an game-asset shop which offers a lot of vegetation and also this set in a few days.

Enough writing, some screenshots:

Pure3d Visualizations digital essences ( (

09 September 2010, 06:07 AM
So much bloom! It looks like I'm looking at it through cloudy glass. Tone it down a bit.

Apart from that, very cool.

09 September 2010, 08:06 AM
Yes you are right. I only have an option for on/off in Leadwerks Editor for Bloom. A bit less would be nice. It also depends if you look into the sun or not if light gets "bloomy" and bright due the sunshafts.

I guess some more options will be enabled to post-effects in Leadwerks 3.0 :)

09 September 2010, 10:28 AM

I must say that I'm really impressed by your work, the screen shots made me think of the game Medal of Honor 2010 and that's a good thing.

You made the map so that it really feels like your there and that's what i like about this.

And i agree with the bloom, it's maybe a little to much.

Well done ;)

CGTalk Moderation
09 September 2010, 10:28 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.