World Editor
BigBang Sculpting
Painting and sculpting terrain is intuitive
 
BigBang Shells
Shells and prefabs enable fast world
building
 
BigBang Flora
Script-based flora can create complex
environments with minimal artist
involvement
 
BigBang Lights Emitters
Lights emitters can simply be dragged
around live in the 3D world

World Editor provides the user with a comprehensive set of tools to quickly and easily paint down terrain, handle object interactions, manipulate lights and construct buildings including the decoration of interior rooms. World Editor is a powerful yet intuitive editor that encourages an efficient iterative approach to design and a sophisticated re-use of art assets. As it uses the BigWorld 3D Engine for display, artists and world builders can see the real game world change as they work.

Intuitive Terrain Sculpting & Painting Tools

Easily manipulated brushes for terrain sculpting deform the ground, creating mountains and valleys, and adding intricate details quickly. Terrain data can also be imported from external systems.

Shells

World Editor’s modular shell system allows fast, accurate construction of buildings and other interior spaces such as dungeons. Shell models are built around user-definable portals that ‘snap’ into place.

Multi-channel Terrain Texturing System

Many different ground types (grass, gravel, snow, etc) can be quickly and easily represented, with interesting segues created automatically between areas to create a smooth transition.

Automatic Flora

BigWorld’s plant-life system automatically assigns environmental properties to an area under script control, which means that artists do not have to place each asset individually, avoiding tedious tasks such as individually placing every blade of grass. The World Editor controls the automatic placement of environmental objects such as rocks, grass clumps, ferns and shrubs on different ground types. These objects can include animated models such as swaying grass. Automatic placement of such detail speeds up the world building process while also heightening the player’s perception of the game world as a complete, living, breathing space.

Comprehensive Illumination System

This system allows the fast placement and manipulation of a full range of lights. Lights can be flagged as static or dynamic, allowing more control over performance and results.

Concurrent Editing

A team of level builders working together in cooperation are able to build massive spaces collaboratively using the BigWorld tools, creating levels quickly and effectively.

Embedded Version Control

Embedded version control allows for a project-based versioning interface that interfaces to CVS, SVN and Perforce, making it easy to ensure world data is stored centrally and under source control.