So we finally finished this first version of Beyond Earth. The levels need a better color pattern and better textures. My next step will be to make a new level that combines the best elements of this game. The textures also need some more work to stand out, but this alpha actually helped us see a lot of the direction we want to take the game in. This has been my first experience in art directing, and the first time I wasn't involved in level design, just lead environment art.
This video shows part of the walkthrough.
Friday, August 23, 2013
De Magnete (2010)
It's been a few years years since me and my friends in Brazil finished this demo, but I still think it looks cool. De Magnete is a 1st person puzzle game where we got to create all sorts of fun puzzles with magnets. We took 6 months of research and design, and 4 of production. It won second prize for best indie game in SBGAMES game festival in Brazil 2011. I worked level design and environment art for this, and it was the biggest project I had been on. Learned a lot from this, as the entire team was relatively new to the Unity Engine at the time.
Operation: Butterfly Effect - WIP
Hi! So I haven't posted in a while, this is the Butterfly Effect. A platformer for the young audiences about a secret agent squirrel that's trying to save his buddies around different worlds. This game was for an ESA Indie Game competition and we got to this point practically in 4 months. We're still implementing the gameplay and polishing some key areas. This was my first game using UDK.
I blocked this level out trying to get a good flow on paper, and later in 3D to take advantage of vistas where the player can see other parts of the level in the background. After the team approved my level design I went on to creating the textures with Aaron, and modelling the pieces to actually build the level over the blockout. Steven had the great idea to add the background buildings, water, and door torches. More details of the game development process on the game's blog http://www.cloudgamestudios.com/#!blog/c1z86
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