Level Dev Blog #12
This week for capstone, I’ve been working on the blockout for our game Crimson Knight. My focus is on the vestibule/nave, the section players encounter as they enter the cathedral, which is the primary setting for the game.
This area doesn’t include combat; instead, it’s meant to set the tone and tell the story of the antagonist, the Absolute, as it leads up to their first encounter. The vestibule also connects to other rooms that will unlock later in the game.
For inspiration, I researched cathedral interiors, with a heavy focus on St. Peter’s Basilica in Vatican City. I chose it because it’s the largest cathedral in the world, and I’ve visited it before, so I have plenty of personal reference photos from inside. One interesting challenge is that St. Peter’s feels almost too massive to translate directly, even for our fantastical world. Finding the right balance between grandeur and practicality has been a key focus.


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