Made by Clare Pearce for the Epictellers ****Level Design Test:

https://gitlab.com/Fishtaod/grindbone-ldd/-/blob/main/Epictellers Level design test.pdf?ref_type=heads

Last edited: July 31st, 2023

Access to the full Godot project here: https://gitlab.com/Fishtaod/grindbone-ldd

Goals

Constraints

Work summary

Day 1 Day 2 Day 3 Day 4 Day 5-6
Research assignment Greyboxing Navmesh 2/2 Terrain tool switch Scene 3/3: Lighting and Particles
General Layout Terrain general shape sculpting Blender terrain + NavMesh workflow study Scene 2/3:
More meshes,
Terrain painting, Environment and Global lighting Documentation
Project setup
(git + addons + greybox assets) Navmesh 1/2 Detailed scene 1/3:
Meshes and materials Cleanup
Terrain workflow setup

General Layout

Following the “skateboard first” principle, I focused on the entrance, a section of the Slaver’s quarters, and the town center (where the major scenario beats are found). Iterating forward, existing areas can be expanded, and new sections can be added.

Untitled

The Area Sequence for players is as follows: