Final Dev Log - Chloe


I took the role of documenting our plans and designing as the level artist. I modeled the level after our plan to have AI that moves when the player is not looking at them. I thought an environment that was tightly packed with tight turns would add to a horror/intensity. However, I made sure to add a couple more open areas so that the two players could collaborate to try and complete the objective. A good map that inspired me was the Mos Eisley map from Star Wars Battlefront II. I created a layout of buildings featuring the main plaza (most open area) and a series of narrow alleys around it. Finally, I added the music to the game.

I learned how to work better with packs that had modular 3D assets and practiced making large buildings out of smaller assets, especially the large cuban building and the mansion. Then, I also learned for how to better work with someone else on the environmental design and share the level responsibilities.

I wish I had time to really add a lot of props and create an in-depth level design. I think the thought I added towards the layout was really good, but having a lot of detailed design would really add to an interesting experience. Next, I wish I had much more time for lighting. It's an asset that I could really use to enhance my level design and take it to the next level, but I always seem to run out of time for it. There are a lot of tricks I am still figuring out, but with more practice, I can start creating much better levels. 

Next,, I wish we had more testing in our collaboration. I think having an incremental plan to create checkpoints and test our level design would have helped us collaborate as a group and add more input into each other's roles. Finally, we figured out a little late how to better work on the same level design across two people. The other level artist duplicated the level so that she could copy and paste the assets she added into the original level at a later point. 

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