Y1-Y2 Smaller projects

Quake Map (Y2)

Worked on:

  • Concepting

  • Level design

Team size: 1

Platform: PC

Project management tools used: Miro board

Engine: TrenchBroom

Total development time: 2 months

I chose level design in this block to gain at least some familiarity with this field of game development.

My Process

This was the first time I spent an extended period working on level design. My primary objective for this project was to improve in this aspect, mainly to facilitate smoother communication with level designers in future projects.

I followed the steps we were taught when creating this level, while also focusing on trying out concepts that came to mind during the creation process.

Research and Concepting:

  • At the beginning of the project, I spent a lot of time researching TrenchBroom as well as the theme I wanted for my map. In the end, based on available assets and textures, I decided to go with a level set in a catacomb.

  • I then spent a week coming up with ideas, sketching them and experimenting in TrenchBroom.

I started experimenting with putting together my level, but I wasn’t very familiar with TrenchBroom yet.

After some more research, I made the boss arena for the climax of the level. The walls were initially way to detailed and TrenchBroom could barely handle it, but I solved the issue with some clever layout and lighting changes for the final version.

The Chapel is the room I was proudest of when creating the layout, as it showed how much I improved in framing and visual leashing in just a few weeks.

This is the outer layout of the level from week 6 of the project.

The layout of the boss arena changed a bit when I realized that, with the lights pointed at the main "island" in the middle of the room, the walls were not fully visible. This meant that the details I put on them were mostly hidden.

This is the first floor of my level in the final version.

And this is the “basement” floor, the actual crypt.


Parasite Pursuit (Y1)

Worked on:

  • Concepting

  • 3Cs design

  • Level design

  • QA

  • World building

Team size: ~ 14

Platform: PC (itch.io)

Total development time: 2 months

My first year project is a multiplayer game based on the SPY vs SPY game (1984).

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