The Summoning 05

Level design and some other small things that needed to be fixed on other parts of the project.

First of all, I’m afraid to touch level design. I’m afraid of being responsible for a player not finding their way to the end or make them confused and bored. That is why I didn’t want to touch this part. But the one responsible was needed elsewhere on the project so I had to take over.

I was lucky that the level design already had been started. The general layout like how long the level was and the terrain were already made. So my responsibility was to get all the assets out on the level.

This was a bit tricky but kind of fun and educational at the same time. By building a level and think about where to put the assets and how and what they represent is not an easy deal.

I wanted to put the assets so they would represent an old Shinto graveyard that hadn’t been touched for a long, long time. At the same time I wanted to build so that the player would be guided to the goal but not take away the freedom to explore the surroundings. This was easier said than done but we had slope and turns in the terrain and not big open spaces. So I tried to guide the player by using steps/stairs in the slopes and then toriigates and rocks to guide the player in the right direction.

The problem with our shader on the terrain is that from certain angles the black outlines disappear and everything that has something to do with height differences jus became one color. To fix this problem I decided to quickly make some modular pieces of a fence in 3D to place out in the terrain in the game engine. This fixed the problem where you now can se where you are going. This did not of course fixed the problem with the shader. We had previously had problem with the shader and the most timesaving way were to make it this way.

After the beta testing where we got feedback that the player couldn’t see where he/she were going. And with the deadline for the trailer approaching somehow another graphical artist took the task of refining so it would look good for the trailer. This was the look that we were going for and was searching for a long time. Now this sound interesting and I wish I could write more about the solution. But sadly I was not the one who came up with the solution so I can’t tell how it happened.

About Louise Fändriks

2015 Graphics