rik_dawson

rik_dawson



21 Apr

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Very cool, it’s very intimidating


13 Apr

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Rahyeh is my favorite of the gods, that one would be cool to see.


15 Jan

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These are really cool, Winton. A lot of your Void armor designs have a cool ‘mutation’ vibe, mixing the void and the idea of monster elements inside of them.


19 Apr

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Lots of interesting stuff in this post. You hit the nail on the head that it’s combination of a couple things. Partially being that these zones are indeed all designed for gameplay first. If our Enemy Encounter team wants room for a mini boss or large group of enemies, I build around that first and try to make it work. But it is also that it’s all very WIP. I love going back through older zones and giving it another layer of detail, better lighting, and density of objects to make it look more ‘lived in.’ It just takes time.

That said, this post did do a good job in serving as some inspiration. It gives me a couple ideas for how I could make some quick wins to our Level Design to make it feel a little more dynamic and possibly more ‘lived in.’ The entering buildings idea is of course right on the money. And the fun thing is, we’re hoping to create some tech that allows us to nest ‘smaller zones’ within the actual levels that instantly load, so that would be a great opportunity...

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10 Dec

Comment

These are images taken from the game editor, so they might seem a little more scaled back than usual. Game builds have not had any adjustments to the camera.