I followed along to the videos Nick recorded and made this hammer in ZBrush. I don't think I would want to use ZModeler again if I could help it but found still found it helpful.
This week, I’ve mainly been reworking the interior of the foyer area in the cathedral for Crimson Knight . Originally, we were using an asset pack based on St. Paul’s Cathedral in the UK, but now our environment artist has been cranking out more pieces for the custom modular kit we’re using. I’ve been reconstructing my blockouts using his updated kit. For anything we don’t have yet, we get it approved for the asset list and create a proxy in the level to serve as a reference for the artists. Even though this modular workflow was introduced to us pretty late in production, it’s been a game changer. Blocking out with a properly scaled, consistent kit makes a huge difference in how everything fits together and communicates across the team.
This week, I spent more time developing the Operation Retrieve level design document. The level is a shooter set in a lab, where the player’s objective is to infiltrate and retrieve a virus. I’ve incorporated an option for stealth, creating both a main path and a stealth path. While certain sections of the level may favor one approach over the other, the player ultimately has the freedom to choose their preferred playstyle. To guide the player along the main path, I’ve been focusing on using leading lines. My goal is to keep the level as linear as possible while supporting these different gameplay styles. I’ll continue refining this project until it becomes a solid portfolio piece.
Comments
Post a Comment