Level Dev Blog #14

 Initially, I started my block out in Unreal to playtest and set up the level, but I later switched entirely to Maya for building everything. This change gave me more control and speed when creating objects. Since my level is inspired by The Last of Us Part II, I wanted to emulate Naughty Dog’s process by using Maya.

The downside is that constantly exporting to Unreal slows down my ability to test quickly. While ND likely doesn’t have this constraint, I still think it’s valuable practice to follow industry workflows. In the long run, this process is useful since it allows me to block out in Maya and export to any engine as needed.

For my level, I’m referencing several real buildings and landmarks in San Francisco. The Bay Bridge serves as the main objective, acting as a weenie to guide players. While I’m basing the layout on real locations, I’m adjusting scale and placement to improve navigation. My approach is to build the environment first, then deconstruct it—tearing down walls, tilting floors, and shaping the landscape to match the ruined aesthetic of TLOU2.







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