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White-boxes

  • Eva Watson
  • Mar 6, 2016
  • 1 min read

We started out with a simple blockout of the level design from the maps we saw previously, to block out a very basic path the player would take:

Then I developed it in more detail in Max:

However after feedback telling us our level was now too big I cut down the size considerably. I also took out the final section connecting back to the beginning as this was too difficult to do in keeping level changes and the level small:

Finally I blocked out the level using terrain in engine. The only part that remains an actual mesh is the cave system, though this will be replaced with rocks overlapped eventually.

I then made placeholder trees and blocked out the first clearing and top level paths to start getting a feel for the forest, and how to contain the level. I will be using planes all around the trees to allude to a forest going on further than the player can see:

I exported terrain into max and used this to block out the plane that will be our stream.

It needs neatening up and I will make a water material of our own, but this is a blockout of Titania's stream bank. There will be stones and reeds along it's surface. Now there is a blockout our concept artists can do paintovers more easily of final details.

And this is our level so far. Once our real assets start getting imported in I think it will really start to take shape.


 
 
 

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