Figure1: Screenshot of the 'perspective view', this shot presents an overview of all the assets within the level. I wanted to create a fairly open space for the character to pass through while firing at target boards.
Figure 2: I used the tank to block the path as I wanted the player to feel as though they weren't stuck in the condiments of a game however, still aware that there was no accessing the area past this point. The rocks were used to block the players view of the empty space beyond the level.
Figure 3: The architecture was heavily influenced by turkish ruins. I like the sandy, granite textures and feel its blends well with the terrain and overall theme of the level.
Figure 4: Rock assets were placed across the level to compliment the theme and feel of the level. I personally feel as though I need to throw several more in.
Figure 5: Many of the ruin walls were designed like this, gaps and erosion. This was use to create openings for the player to travel through and for targets to appear out of.
Figure 6: I felt this shot showed where the shadows are coming from however, I feel I may have to tweak the light intensity and create a rim light to compliment the existing sunlight.
Figure 7: 'Top down view' once again provides a nice perspective of the level and shows the scale of the terrain. Some individuals felt as if the terrain was perhaps to large however, the location of this target range was once an ancient city and i wanted to emphasise that.







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