Welcome to the section of my portfolio dedicated to my personal project. Unfortunately, my professional works in Level Design are under a non-disclosure agreement (NDA), and I can't publicly showcase them. However, I would like to present to you a sample of my creativity and skills.
This project is a small and independent initiative, created by me in my free time, to showcase my abilities in 3D artistry. Here you will find examples of my work in blocking, landscape creation, object modeling, and much more.
I will be updating this section regularly as the project progresses and new elements are added.
The creation of the "Buffer Zone" level presented an exciting opportunity to design a space that serves as a transition between two distinct dungeons. The level's multi-tiered structure helps create a sense of scale and immersion, while offering unique gameplay experiences for players.
As you begin your journey in the "Buffer Zone", you start at the entrance level where the player's path unfolds. This path offers a direct route to both dungeons, as well as an alternative route that allows players to navigate between the two subterranean areas. The choice is theirs: they can go straight into the action, or explore the connecting areas to uncover hidden secrets.
The layout of the "Buffer Zone" features three distinct height levels, each adding depth to the player's experience. The initial level is where the player begins their journey. At the second level, we find the entrance to the Support Dungeon. This level is connected to the secondary ascent towards the Main Dungeon, creating a seamless transition. Some clear zone is situated near the main entrance, serving as a hub.
Near the entrance to the Main Dungeon, a small camp can be found. This camp provides a safe haven for players to rest, plan their next moves, or even teleport and save their progress. This utility area is strategically placed to serve players as they navigate the level, adding a layer of strategy to their exploration.
The central focus point of the level is an obelisk, which can serve a multitude of functions such as a puzzle, quest point, or unique gameplay element. By incorporating this versatile feature, the level becomes more engaging and offers a memorable experience for players.
In the realm of 3D design and game level creation, the significance of blocking cannot be overstated. Often, it is a critical step that is glossed over in the rush to the more detailed draft phase. However, by doing so, designers may miss out on establishing a solid foundation for their projects.
Blocking is the blueprint; it sets the stage and provides a clear vision for where the project is headed. By focusing on rough shapes and the primary elements of a scene, it allows artists to understand the space, scale, and relationships between objects without being bogged down by intricate details.
Skipping straight to the draft without adequate blocking is akin to building a house without laying the groundwork first. Sure, it might look impressive initially, but the lack of a strong foundation could lead to structural issues down the road.
In essence, the time and energy invested in proper blocking often save countless hours of revisions and headaches later on. It offers clarity, direction, and a framework that ensures the subsequent phases of the design process are more streamlined and effective.
The player's initial pathway is sketched out, marking the first divergence and potential route to an additional dungeon
Refining the initial path, adding context and making the fork more engaging for the player.
The blockout outlines the approach to the additional dungeon, setting the stage for the player's ascent.
Enhancing the terrain details and features in the draft, offering a natural guidance to the player.
Blocked out elements at the entrance to the additional dungeon, marking a transition point for the player.
During the draft, refined the entrance with added detail and ambiance, providing a sense of what awaits within.
The blockout sketches the path connecting the additional and main dungeons, emphasizing continuity in the game world.
Drafting enriches the path with environmental cues, hinting at interconnectedness and a broader narrative.
Blocked the main pathway to the central dungeon, a crucial element in the player's adventure.
In the draft, added detail and context to the main pathway, enhancing the player's journey towards the central dungeon.
The bird's eye blockout captures both entrances, representing player choices in the larger world.
The draft emphasizes the unique features of each entrance, contrasting them within the same environment.
The blockout outlines the main dungeon entrance, framing an important point in the player's journey.
In the draft, further detailed the main dungeon entrance, creating an appropriate atmosphere for the player's arrival.
Blocking provides a view from the main path to the additional dungeon, showcasing the interconnected game world.
The draft emphasizes the allure of the additional dungeon, making it a more intriguing element in the player's journey.