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Under the Hood: Reimagining Legacy Assets
Euro Truck Simulator 2
Heute 16:00 Community Announcements
Since the release of Euro Truck Simulator 2 and American Truck Simulator, the processing power of personal computers has made some serious advancements. In turn, we've continually brought updates to both our titles to introduce new technology and techniques, which has allowed us to introduce higher levels of visual fidelity to our content.


One such rework that has been happening over the last couple of years is the 'reimaging of legacy assets', which aims at enhancing the quality and optimization of game models that have started to look outdated and inconsistent with newer additions. The project team consists of two people, Pavel C and Robert P, both of whom we've had the pleasure to talk to about this project to share with you today. We will let them introduce themselves!


"My name is Pavel C. I've been working at SCS Software for about three years as a 3D Graphics Designer, and I am involved in reimagining legacy assets for our title American Truck Simulator and its DLCs."


"My name is Robert P, and I've been working as a 3D Artist at SCS Software for over three years. I've contributed to several DLCs, including Texas, Oklahoma, Nebraska, and Arkansas."

So, what is the goal behind this project? "Our goal is to create models that not only look realistic but are also well-optimized," Robert explains. "Many of the assets, although well-made, have started to show their age—especially those in use for nearly a decade. As technology advances, there’s an increasing demand for optimized assets with higher levels of visual fidelity."





Beginning a project like this can be quite challenging, especially on such a large scale, Pavel adds. "Initially, we faced many challenges as we realized we couldn’t rely on our current tools and technology for this project. We therefore had to take a different approach and develop a new workflow, often involving multiple programs and new techniques. Our focus was on finding the shortest path to the best results."

"The initiative to give our older assets a ‘facelift’ began about two years ago. Since then, we’ve organized the project and started creating newer versions of assets commonly used throughout the game world," Robert shares.





So, what is the process behind reworking older assets, and which programs are involved? "We start by analyzing the current models and planning each rework. Each asset needs to be recreated with high visual fidelity while being optimized for performance," Pavel says. "First, we analyze the assets we have and consider what can be reused." Robert adds, "Though most assets need to be remade from scratch."

The next step is gathering references, which we either handle ourselves or, if the task is large, assign to our Research Department. We then design a new logic for the asset, focusing on how it will be used and how convenient it will be for Map Designers to incorporate. Pavel explains further, "We prioritize based on each DLC’s needs and the current state of existing assets, actively collaborating with other teams to ensure consistency across projects."





"We have a list of assets in need of replacement, with priority given to those required for each new DLC. Many custom depots themed for various industries are being created, and during discussions on populating them, we often identify assets in need of a remake. We work with the Map Designers since they are the ones who will place the assets into the game world. They have valuable insights on which assets are effective and easy to use versus those starting to show their age.

We work closely with the Research Department, which helps us gain insights into real-world functionality to enhance the player experience and make it even more immersive," Robert explains. "We also collaborate with external partners, like our friends at 60FPS, to manage the workload of creating numerous new assets for each DLC".





So, what challenges do you often encounter on this project? Pavel responds, "A common challenge is achieving high visual quality while keeping hardware requirements low. We aim to strike a balance between quality and optimization, which involves many iterations and testing various techniques. This is simply part of game development." Robert adds, "Primarily, it’s dealing with outdated technologies. Many workflows that were standard just a few years ago are becoming obsolete, so it's up to us to find an optimal workflow for each asset."

As mentioned earlier, multiple programs are used for this project, and Robert goes on to share more about them. "Our primary software is Autodesk Maya, which we use for most of our modelling, organization, and exporting to the engine. We also use a variety of other tools, such as ZBrush for virtual sculpting, Marmoset Toolbag for mesh baking, and the Adobe Substance suite (Painter and Designer) along with Adobe Photoshop for texturing."




"Modern tools and fewer limitations allow us to make new assets more detailed and varied, avoiding repetition while staying faithful to real-life references. This enhances the overall immersive experience for the player." Pavel adds, "Better quality and optimization mean that players can enjoy a smoother and more visually appealing experience. Details such as refined textures, optimized geometry, and LODs (Levels of Detail) contribute to a more realistic environment."

"It's an interesting learning experience to work with both traditional and up-to-date workflows simultaneously." Robert shares "We compare the strengths and weaknesses of each and leverage the best aspects of both. It’s never the same; each asset feels unique and requires individual attention, bringing new challenges with each DLC. These assets are also used in reskins and redesigns of older areas of the map, so even if you don’t play the newest DLC, there’s a little something for everyone".



So next time you drive by some bales of hay or a stack of pallets, we hope you can appreciate a little more the work behind that asset. We'd like to thank both Robert and Pavel for taking the time to share their work with us, and for providing detailed information for this Under the Hood Blog! If you enjoyed today's blog, be sure to leave a comment in the replies or on our social media channels, we'd love to read about it! Until next time, keep on truckin'.
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Release:19.10.2012 Genre: Simulation Entwickler: SCS Software Vertrieb: astragon Sales & Services GmbH Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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