Making Levels 2 and 3
Hello, my name is Andrew, and I have been the one working on Level Design, Modelling, and initial textures for Levels 2 and 3. Level 2 is the platformer that was talked about in a previous Devblog, and Level 3 is a first-person shooter with a Laser Tag theme.
For the Level 2 platformer, I used Unity to first block out the level, then I modelled, UVed, and put initial textures on 3 different crater assets, a rock asset, a spike asset, a slope asset, and different variations of a platform asset. Then, I used the block out for the ground and foreground assets and properly UVed them to allow for better tiling with the moon rock texture that you can see in the pictures below.
After getting some more feedback on the Level Design for Level 2, I modelled and UVed a rock with spikes, a mountain like plane, three new rocks, a spaceship, a Saturn shaped coin, a modular diamond shaped house, and modular stairs for the house, which you can see better in the image below.
For the Level 3 first-person shooter, my pipeline was roughly the same as Level 2. The only difference is that there were no initial textures from me and a few of the assets, which were a few neon barrels, that were going to be used in said level were not made by me in any way. They are not in the level screenshot.
A few of the assets that I modelled and UVed are a set of stairs, various modular partition pieces for the laser tag theming, pillars, lightbars that would be put on the partition pieces, an arch, 3 ramps, and 4 modular wall parts, with 3 of the modular wall parts being made to specifically fit with the ramps.
Team Disgruntled Games Final Project
Status | In development |
Authors | NukedGames, Thomas O'Neal, Kristen'sGames, BakonBoy03, KennyBlanks, extraterrestrin0 |
More posts
- Making our enemy have a Field Of View14 hours ago
- Platformer Level Design7 days ago
- 'ENEMY Showcase'7 days ago
- The Main Character Process14 days ago
- Crafting the Core: Modular Architecture for our Retro Revival14 days ago
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