Level Two
“When creating the a level we use a 2D concept version which generally goes through a couple iterations before we finalize the finished concept. After finalizing the concept we then create a blockout of the level which is based on the 2D concept. Some difficulties that you can run into when doing this is visually trying to map out what these would look like when converting it into 3D, an example of this is the warehouse on the bottom which while trying to be visually unique needs to also be recognizable as a warehouse.
A very difficult part of the blockout is getting getting the idea across both the 3D and the 2D artists. While the 3D artists respectively make the buildings and objects 3D they do so through 2D concepts so both the 2D and the 3D artists have to be on the same understanding and vision of the level to produce the correct content.” - Deklan (tech lead)
Here’s the general look of the process:
Visceral Carnage
Status | In development |
Author | Battle Damage Studio |
Genre | Action, Shooter |
Tags | 3D, Arcade, First-Person, Low-poly, Short, Singleplayer, Unreal Engine, Virtual Reality (VR) |
More posts
- Post Mortem - Perth Games Festival (PGF)Nov 27, 2022
- Final StepsNov 11, 2022
- Leading To The End!Nov 01, 2022
- Art DevelopmentOct 30, 2022
- Let’s Talk MerchOct 22, 2022
- Character DesignOct 14, 2022
- Texturing StylesOct 08, 2022
- Texturing Plan - StampsSep 28, 2022
- Playtesting Level OneSep 20, 2022
Leave a comment
Log in with itch.io to leave a comment.