GROUP PROJECTS
Vilse
B.L.O.O.M
I did the refined blockout and whiteboxing of this area as well as some level art and lighting.
The Lobby went through multiple grebox and whitebox revisions, my contribution was mostly during those blockout phases, making sure that the space felt comfortable to walk through while making sense structurally.
I brought this room from top down to whitebox. I used two-point perspective to communicate the path they needed to take (right door)as well as the end goal(the left open corridor). I wanted the player to have to time the platform jumps and use their ability (stasis) to lock them in certain positions. The platform in the middle requires the player to jump to it and then freeze it in the middle of the room. From that angle the player can shoot a button that opens the door to the left.
I did the refined blockout and whiteboxing of this area as well as some level art and lighting.
In this project I took on more of a game designer role rather than only a level designer. This was because I was the one who had played these type of games the most. Because of this I focused mostly on the macro design and the game level overview. The house is the end goal of the game and serves to give the player motivation before the more difficult final area.
The level layout of this level was created by me from top down and some sections to refined blockout and gold. When you arrive to the level hub of biome 3 you see the end goal (locked gate) in the upper right corner and the solution (gate opener) in the lower right corner. The player can also observe the shortcut and the main path which is open. From this first area the player can have a good sense of what to expect while still suprising them along the way.
Dungeon level, I made the top down/level overview, refined blockout and contributed with level art and enemy placement.
This area was made by me from top down concept to gold. Using basic meshes (beams, rocks and bricks), I built a skeleton of a house, falling down into the abyss below.
I brought this area from top down concept to gold. I wanted to create an organic environment while leading the player to the next area. I used organic meshes to build the scene, then I added the human element to the shot by making one of the rock pillars appear to be added there as a arch. Lastly, I used wooded boards as leading lines and a light to show the entire structure while also adding a feeling of entering a different section. Walking through the arch feels more like a transition.
Dungeon level, I made the top down/level overview, refined blockout and contributed with level art and enemy placement.