Adventure

The goal of this project was to practice implementing levels in a project that already had fully functioning mechanics. While the mechanics of the game are simple; jump, climb, interact; we were able to focus on the process of creating levels from concept to completion.

 

Castle Ruins


 
 

Moodboards

For this level we were given a decent amount of creative freedom throughout the entire process. Since it was my first level I wanted to stick to something that was both familiar and inspiring for me, which in this case was forests and castles. The Adventure project has specific guidelines for setting, one of which being that the level must be realistic, so I often had to veer away from some of the fantastical inspiration that arose. The bio-luminescent cave was my way of adding realistic elements that still give the level a mystical feeling.

 

 

 

Blockmesh

This stage allowed for multiple passes of blocking out the shape and flow of my level. I often add more details than necessary to my blockouts in order to fully communicate my vision for the level. For this level, the extra details paid off when I wasn’t able to find final assets for some essential meshes. These meshes I was able to leave in their blockmesh state without compromising the overall quality of the level.

 
 

Finishing Touches

The final step in the process was to add final assets to the level, as well as adding any effects or sounds that would increase the immersion of the player. This stage also included merging my level with the levels of 4 other classmates to create a single level that flowed together. This created a new set of challenges as my solo project shifted into a team based one, however we were able to work together effectively and successfully connect all 5 levels.

 
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Velocity Rush

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Soteria