This week at FIEA
This week I wrapped up my last major project in my level design 1 class where I made a FPS level based in the world of Titanfall 2. At the end is a video of the final product.
Concept and Planning
Not much new here for concept and planning as I went over that in my post for my LDD. However I did change my map. I remade my map to be based around a moving train that the player will hop on and off to fight through different outpost throughout a mountain range and plant bombs to destroy a IMC supply route.
Here is a top down view in editor of the final level that I am currently remaking into a better map for my portfolio.
Development process
Just like all my other projects I used the Unreal Engine modeling tool and cube grid to create my block out using block mesh. I also used low poly rock assets for the mountain range to improve the mesh quality and readability of the environment this level is in.
Challenges and solutions
Some challenges I faced was in my beginning section when the player enters a cave and when the player parkours down a mountain to board the train. Here I ran into issues on making the spaces work the way I want along with making sense in the level flow wise, story wise, and environment wise. To solve this problem I kept iterating on the different layouts I made and found my version that fit the way I wanted and achieved what I wanted.
New versions
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