Case Studies

Torn: From 2D to 3D – Enhancing Torn's Virtual World

Written by DDX Insights | Aug 14, 2024 3:41:53 AM

Summary

Goal
Enhance Torn's virtual world by updating 2D item images to dynamic 3D models, improving player engagement and overall gameplay experience.

Areas covered

The project covers fields such as 3D rendering, design optimisation, lighting solutions, and the creation of realistic and branded virtual items.

Insight Gained
How implementing 3D models can enhance user experience in virtual environments, the challenges and solutions in optimising design for web use, and the importance of maintaining realism and branding.

Intro & Background

Torn is a text-based massively multiplayer online role-playing game, immersing players in a virtual world where business acumen meets the underbelly of crime. Developed in the United Kingdom in 2003, Torn has grown to be one of the largest text-based online games in the world with more than 60,000 dedicated daily users. Unique in its business model, Torn features no adverts and is free to play, however, players are able to acquire in-game benefits and a faster progression via a paid donation meaning the company’s financial success relies heavily on the satisfaction of its users.

Torn features over 2,000 virtual unique items that enhance various aspects of gameplay as desired by users. These include cars, mission critical items, medical supplies, homes, cars, electronic devices, household goods, weapons, special items, and many more. Having used 2D imagery for all in-game items since its inception, Torn sought to update and replace the existing images across all assets with dynamic 3D models. This upgrade was designed to help maintain player interest and enhance the overall in-game experience. To achieve this, they partnered with ddx to create new 3D models for all item assets within the game. With ddx’s help, Torn was able to implement a new layer of realism within the game as well as add an additional level of visibility and interactivity to its many static assets.

 

Agreeing on the Priorities

With more than 2,000 item assets to design and create, it was immediately clear that the project would involve long-term engagement. With Torn eager to introduce new item asset designs as quickly as possible rather than replace all items at once, it was agreed that ddx would deliver 30 new 3D models a month to achieve a quick initial roll out.

ddx’s first focus was to agree on a list of priorities with the client in order to determine which 3D models needed to be delivered first. As attacking fellow players is a key component of the game, it was agreed that the initial set of designs would focus on weapons and attacking equipment as these are used most frequently by users. To ensure all the models were designed in line with Torn’s expectations, ddx first produced a small series of test designs. Once approved by Torn, these designs were turned into dynamic 3D models and then introduced into the game to ascertain player response and feedback.

Figure 1. Torn item categories

Design Complexities

A complex aspect of the project was designing 3D models that worked within the file size permitted by Torn, which – in order to keep page load times down – uses small file sizes across all image assets. Existing item images within Torn were static JPG files, whereas new 3D models were required to be moving GLB files. With the need to create models of a high quality, keep file size down, as well as keep a uniformed look and feel across all items, ddx collaborated closely with the Torn design team to agree the overall design principles and worked hard to ensure all models were optimised for all web browsers.

The release of the test models within the game highlighted additional technical challenges and requirements for the designs as players noted that lighting settings had a significant impact on the visibility and clarity of the new 3D models. As players are able to set their individual account to either a light or dark lighting mode, the new models needed to work effectively within both lighting settings.

As different item designs had various levels of complexity, it was agreed that a single lighting solution would not work for all models within the game. ddx worked closely with Torn to implement multiple lighting set-ups for models based upon item categories to ensure all items would be as visible as possible in whatever settings individual players selected.

"Naturally, this change is expected to be very jarring for those accustomed to seeing the same familiar, ...blurry item images every day over many years. However, I believe this project is crucial to not only maintaining a minimum standard of quality, but to also ensuring Torn remains compatible with evolving technological landscapes."
– Joe Chedburn, CEO, Torn City (Posted on Torn.com in “Announcements”)

Figure 2. Torn website optimisation process

Branding and Realism

Torn is designed to be an immersive and highly realistic environment for players. Therefore the designs for 3D models of real-world items, such as specific weapons and vehicles, needed to replicate their real-world counterparts as closely as possible. ddx thoroughly researched all real-world items available within Torn to successfully produce a strong likeness within all new 3D models for such items.

Alongside this, ddx conceived concept designs for fictional brands in an effort to add additional realism to everyday items. These brands would mirror and mimic well-known existing brands, and cover items including energy drinks, confectionery, cleaning products and more. Once each branding concept was approved by Torn, it was implemented across all items within that branding family.

Figure 3. Torn branded in-game models

"Since we've 3D modelled all of these items to create the high-resolution images necessary for modern displays, we thought we might as well make the models themselves available within a viewer ...done as subtly as possible, in a way that feels very fitting to Torn. It really brings each item to life."
– Joe Chedburn, CEO, Torn City (Posted on Torn.com in “Announcements”)

 

Enhancing the Product

Torn has been pleased with the quality and speed of 3D models produced by ddx, which have also been positively received by users of the game. So far, 3D models of more than 1,000 items have been created and ddx has agreed to increase production to 40 models per month.

Any technical issues have been resolved in collaboration with Torn and ddx has started the process of reviewing lighting settings on previous models and making amends, where necessary, to add greater consistency and uniformity across all assets. ddx has also worked alongside Torn’s technical team to help make changes to the in-game 3D viewer to support the visibility of the new models.

With its own working process established and a strong understanding of the client’s requirements, ddx has now begun creating designs for some of the game’s most complex items. As there are new models for many existing items still to create and new items being added all the time, there is no designated end-date for the project.

Thanks to ddx, Torn has been able to implement a much-needed dynamic update to the design of its in-game item assets, provide an additional level of realism to its gameplay and enhance the overall in-game experience for its users.

"In addition to the amended brands, we have also updated each car’s image with new lighting effects so they no longer look like little toys.  We realise these new names will take a while to get used to, but this change was necessary for Torn’s longevity."
– Joe Chedburn, CEO, Torn City (Posted on Torn.com in “Announcements”)


Figure 4. Torn updated previews

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