Posts

Showing posts from April, 2025

Level Dev Blog #20

Image
 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.

Level Dev Blog #19

Image
 This past week, I started blocking out the tutorial area and began reworking the landscape and architecture now that I’m in charge of the cathedral exterior. I’ve been working closely with our environment artist, who put together some guidelines for how the architecture and modular kit will work together. We’re also able to build proxy pieces outside of the modular kit when needed, and add them to our asset list. It’s been helpful having that flexibility while still keeping everything consistent with the overall art direction.