Blog 6: 10/16-10/22
This week, I completed my real-world blockout and then began work on my level design document for the FPS level. I thought that my real-world blockout turned out well, but I might have been too ambitious with my project. I wanted to block out the Leu Botanical Gardens, because I think the grounds are very pretty, but working on a somewhat-open outdoor level was very challenging. I spent more time than I maybe should have on modeling the main house, and I think the grounds around it suffered as a result.
I did enjoy working with Houdini's built-in tree modeler to create trees for the grounds, though, and building simple assets in Maya and the Unreal modeling toolkit was very good practice. If I were to redo this project, I would probably move the entire project to model the interior of the house, instead of the exterior.
Starting work on my FPS level design document was somewhat of a challenge, because I have never enjoyed FPS games very much and don't have much experience with them as a result. After consulting with some of my more-knowledgeable friends, I settled on working on a level for Borderlands 3, which I chose for the aesthetic and the more lighthearted tone.
When I began playing the game and looking into the various environments in the game, I was immediately attracted to the aesthetic of the planet Athenas, which has one of the smallest maps in the game. I decided to create a level riffing off of the ruins found on Athenas and created a map of a level involving navigating ruins to rescue a group of trapped monks.
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