In this section, we will explain how AdaLand has been designed, what design principles we follow and dive deeper into the art form we decided to go for.
As previously stated (in section 1.5 - Clarification), we explained that AdaLand consists of 30,000 land parcels in total. The map is divided into separate sections, ranging from main land to desert (please visit section 4 for details about AdaLand Map). AdaLand has been designed based on an art genre known as low poly.
Low poly is a form of design that consists of a number of polygon shapes meshed into an object. Low poly is a trending art genre that is widely popular in the metaverse and game space in the recent years. It allows the creators to design a game effectively and give it a unique shape while maintaining an effective time consumption that is being used in each object. In other words, low poly art produces models that are considerably less realistic than what a high poly model would be, but the advantage would be a simpler and more aesthetically pleasing design. Less time in producing more models and the ability to produce more variation since you have less shapes to change. In short, this provides faster load times and will give our users a more pleasant experience when they dive into AdaLand.
Design has been a big discussion for the AdaLand team, and the team decided for various purposes. One of the main reasons low poly art was decided as the game design is the low amount of poly shapes allows for not just an aesthetic future that is trendy and has indie game style we are looking for, but low poly art is also a great optimisation technique. The low amount of shapes allows the game to run more smoothly and consume less energy while being more efficient. This enables us to provide a game that runs smoothly even in areas with a lot of traffic and objects to load.
Low poly art is growing as a design trend, and for us at AdaLand, it is vital that the project is up to date when it comes to the technology revolving around AdaLand and the aesthetic aspect of it. This applies to the metaverse itself, and the project as a whole.
One of the main topics of discussion when it comes to how AdaLand has been built, is the speed and objects we have decided to go for. How come that many metaverses in the Cardano space has not yet reached this stage?
The short answer is: Efficiency, thinking outside-of-the-box, adaption to the fast trends of developments and rolling out these developments in time. Every object in AdaLand has been designed aesthetically to please the condition that it should be
- 1.Futuristic - visualize and function as a high tech object
- 2.Fit the AdaLand theme, not any futuristic object is a fitting theme. How do wedesign an object to fit the main land? Or the desert? Our 3D artists that have priorexperience in this field, with aid from external artists and studios bring this to life.
- 3.Unique to AdaLand - every object should be distinguishable from othermetaverses.
As we started the development of AdaLand, the big question was how to increase the efficiency without compromising on design and details? We quickly came to the realisation that a lot of these objects had to be built from scratch. And many objects could not, as there were patent rights on certain designs in the gaming industry. This caused issues for how we could proceed with these designs.
Today, a lot of designs and objects have been pre-defined in the gaming industry by various studios and artists. Some of these big studios provide full license ownership and the rights to buy these objects (that are patented) and develop it for our own purposes. For some of these studios, this is the very purpose that they even exist. To provide material for other companies and projects that they can further develop and build on it.
We solved this issue by combining both methods, creating what we could from scratch. Building it up with a certain design that we wanted to represent AdaLand. The other, less time consuming method, but more financially expensive, would be to buy full ownership and rights to objects that we would then redesign to fit AdaLand.
Most of these objects are base models that are created to be redesigned. And our condition to the designers at AdaLand were to redesign these objects so that the fulfill the Three Principles of Design at AdaLand. The results were high tech objects, with a fitting theme to AdaLand and no compromise on uniqueness. They should be distinguishable from the base model and be recognised externally as a design object of AdaLand.
Design ratio of AdaLand has been estimated by our artists to be:
- 70 % - Built from scratch from our primary and secondary designers
- 20 % - Redesigned with full license and ownership from official studios.
- 10 % - Designs delivered by external artists with AdaLand having full ownershipto all material.