My individual projects that I feel show what kind of designer I am.
Shows my Level art, environment art and open world level design:
My individual projects that I feel show what kind of designer I am.
Shows my Level art, environment art and open world level design:
My individual projects that I feel show what kind of designer I am.
Shows my Level art, environment art and open world level design:
My individual projects that I feel show what kind of designer I am.
Shows my Level art, environment art and open world level design:
LEVEL DESIGNER & LEVEL ARTIST
Top down project
Main focus environment art
Assignment:
The top-down project was a TGA assignment where we were tasked with making a hub-based world with a top-down perspective. Unfortunately, the workflow documents were lost (as well as the overview map).
I made a hub (player home) and a loot zone (abandoned factory), combat zone, (subway station).
Basic Backstory:
The world has been burned by the unforgiving sun after the atmosphere was destroyed. The world is now a never ending desert that hosts underground-dwelling humans. Your home (the hub) is one of the last places that is suitable for humans to live above the surface.
Types of gameplay
This project was designed around movement (vertical and horizontal) and combat gameplay.
Examples of climbing in the loot zone:
Movement over main loot zone.
Climb to the loot zone from the hub. The green door in the center is a bonus loot zone.
The Entrance to the Combat Zone:
The clear entrance to the combat, going through warning signs and the red light to show the player that this area is dangerous.
The Hub:
The entrance or exit to the hub zone. To make it clear to the player that you are leaving the safe zone I added the red light and body bags.
Below:
All the upgrades to the wall (defense for the hub), 1 being the lowest and 4 being the max. The player upgrade with the loot they find in the loot zone.
The farming area in the settlement.
The bridge over the water that the player walks on.