Skip to main content

Level Design Blog 19

Blog 19: 3/25-4/1

This week, I began working on the mock design test for Uncharted 4. Since the test specified that the level should take place in a set of ruins, and I studied abroad in Sicily during undergrad and spent a lot of time around the ruins there, I decided to model the landscape in the style of Sicilian ruins. 

I started by collecting references both from the photos I took while I was studying abroad and from the internet. I decided to model the ruins in my level after a combination of some of the larger ruins I saw while I was traveling, combined with the landscape of Sicily.

 

 

I also researched Uncharted's co-op mode quite a bit, since I was much more familiar with the single player version of the game. I was particularly inspired by this level in the co-op mode, which was a similar style to the ruins I was hoping to create.

David Ballard - Uncharted 4

Once I had a general idea of the level I wanted to create, I drafted a rough map. I was planning to do a larger section of city ruins, which would be overgrown with foliage and somewhat incorporated into the terrain. However, as I started creating the level, I realized that I wanted a much more natural environment, with the ruins incorporated as more of a focal point of the level, and ended up altering the map quite significantly later on in the process.


 Once I was confident with the layout, I moved into Maya and started modeling. I started with cubes for most of the buildings, then used booleans and edge loops to sculpt out more of the details. Once I got a bit into the model, though, I realized that I wanted to change it quite significantly.

I ended up reevaluating my references and pulling the best pieces from the original map into a more natural environment. I wanted the ruins to feel like part of the environment, but I also wanted much fewer intact buildings than my original idea would have had. 



 My next steps are to bring in the paths and details that I added to the original, more city-like version. Although it set me back a few days to start with a different map than the one I'm proceeding with now, I think it was a very good way of ruling out a lot of things I wasn't sure about including in the first place, and I think it's made me a lot more confident in where the project will go by the end.

Comments

Popular posts from this blog

Level Design Blog 20

Blog 20: 4/1-4/8 This week, I finished the mock design test. As I was working through it, I found that I had a lot of uncertainties about the process; although it made working on the assignment more difficult, it was probably very good experience for future job applications. The biggest hurdle for me during this project was using Autodesk Maya, which may be my new least favorite program. The program kept crashing for seemingly no reason as I was modeling the scene, which became increasingly more common as the level became more complex. I tried to mitigate some of the issues by staying on the FIEA VPN, saving frequently, and merging meshes and deleting history as I worked, but even with that there were probably dozens of Maya crashes, and once where my entire laptop bluescreened. Most likely, it's an issue with my specific machine, and not with Maya as a whole, but it made the whole process much more tedious either way. The other challenge I faced with Maya was that I had only ever ...

Level Design Blog 1

Blog 1: 8/20 - 9/3 In class, I worked on completing the randomly-selected blockouts. I worked mostly with the included modeling mode tools, although I also spent some time trying out the BSP brushes on the cruise ship. Outside of class, I worked more with modeling mode and landscape mode and practiced lighting my scenes. One of the first blockouts I tried was of a playground. When I was a kid, my neighbors and sister and I would visit the playground near our house all the time, so after my mom told us it had been completely bulldozed a few days after the semester started, I decided to immortalize it in Unreal.  I used photos I had taken, along with Google Earth satellite images, to try to reconstruct the playground as a basic whitebox level: I found that I struggled with more complicated shapes like the slides, so I used placeholders like spiral staircases for them, and I skipped the railings around the playground entirely. Once I was done, I used Merge Actors to turn the playgroun...

Level Design Blog 11

 Blog 11: 1/13   After finishing my last level design project, inspired by Borderlands 3 , I decided that there were some level design principles that could use some work, and over the holidays I began working on a personal project to expand on some of these skills. Two of the main skills I thought could use some work were the scale of my levels and my ability to implement scripting. My previous level was very small, both in terms of physical size and the time it took to complete it, and I wanted more experience working on longer, more detailed level experiences. I also had a lot of difficulty integrating Blueprints into my level; although I was able to create functioning Blueprints from scratch, I had trouble working with the asset packs I integrated into the level, particularly around enemy spawning.  For my new project, I decided to create a spinoff of a game idea I had some time ago, where the player plays as a space explorer who crashed on a deserted planet and has b...