Week one has flown by and I am currently heading into my blueprint stage, but first, let me update you with what has been completed.
The purpose of this level design project is to demonstrate proficiency in level building including common pre-production and production practices.
look and feel
I will be basing my level's look and feel off of our newly formed Capstone Team's current aesthetic intent. While not 100% set in stone, our artistic tone is this:
Our capstone game will take place in a desert- like setting and we hope to utilize strong color theory and lighting in each environment.
A suggested environment for our upcoming capstone is a "poisoned water hole" and a "mining shaft". While we have no current specifics beyond this, I did want to use these initial locals as the basis of my level design.
The player will begin outside, just before Cavern 1. This is the 'water hole'. Here I will test outdoor lighting but most of my world will take place within the mine/aquifer. I would like to play with instances within the cave where light comes through holes in the roof.
GAME PLAY Considerations
I have a plan about implementing game play logic into my environment but I'll wait till next week, when I've got it built, to go into detail. Here is my plan as of now.
The WHITE-BOX is done!
Wrapping it all up
Here is a video blog I put together to sum it all up. Week two will be all about my blueprints and game logic. See y'all then!
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Christine Wright (aka sound)
Sound Designer | Game Designer