Design: Adam (Tri 1) Charlie (Tri 2)

Set Dress: Sunny

Documentation: Adam, Sunny

Overview

A destroyed shrine centred around a jagged pit. Some Say this is where the corruption stemmed from. In the early days, great efforts were made to understand and exploit the energy emanating from the ravine.

Layout

The player spawns by a ruined building in the northwest area. The southern area is circular in design, allowing the player to train enemies and escape easily if needed. To the West, the area blends into a habitat of rocks, mushrooms and vegetation, a result of the miners’ unfinished business transforming the cavern.

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Contents

Art Overview

This section is wrote by Sunny Turner

The goal for this space was to act as an initial landing area for the player. When it was being built up, I really wanted to push the 3 Dimensionality of the gameplay that our character system allows, so with Charlies guidance, we laid out elevation changes to create “loops” for the player to walk around. An example of this that I looked at was in BO3’s “The Giant”. The map contains a catwalk that pits them in between what’s in front of them and a window to jump out of.

This style of space was implemented utilising the scaffold to reflect that, close to the teleporter area. However, due to this elevation of space, considerations had to be made so that the player couldn’t dash out of bounds, which is why we play tested and fenced off areas that would potentially break the players experience or put them in a position of unfair advantage.

We really wanted to push the modular kits as far as we could. Ideally, if this was a 3rd person / 1st person game, we could include more floors and large structures, but just generally due to the nature of gameplay, we opted for a more open plan approach. Working with some of the kid provided a challenge as well of working with and against the grid.

Implementation of storytelling was a primary focus for this area. Contextualising every space and incorporating various different assets to make each place make sense and not feel out of place. I Generally tried to keep clutter away from the play space, just to make the player pathing clear of where they can and can’t go, but for the most part, while playtesting during development, it went pretty smooth sailing. Small details such as broken wood planks around the scaffolding and rubble surrounding the castle walls, or small mining camps from tired workers help build up that extra tertiary level of detail.