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
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 |
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.
The Area Sequence for players is as follows: