Monday, 5 November 2012

Level Video


Game Level (James Dyer) from Mr.Cow on Vimeo.


Walk-through of my level.

Final Comments:  My design didn't reach my expectations but I am happy with the final product. It ended up feeling the way I had planed it to, I wouldn't mind a bit more foreshadowing in the level though. I'd like to add blood splatters to some of the textures in the Medbay and restricting the lighting in the Cryostasis Room. I never got around to adding sparks on the broken Cryostasis door and wanted the elevator shaft to be almost black inside, having the player rely on throbbing lights in the darkness in order to progress to the Medbay.

I removed the directional light in the level to try and accomplish this but it was still bright and I was not able to get it as dark as I would have like. There was also some issues with the texturing, it stretches in places (on the pipe in the Cryostasis corridor and floor).

When I designed the corridors that connect the rooms on the spacecraft I wanted them to look different as a visual key to the player, to let them know they where in a new area of the game. To accomplish this I looked at different textures online and picked ones that set the mood and setting the game was based in. I wasn't able to add enemies but they would be different from other areas on the spacecraft ( the monsters in medbay would be more biological but the monsters in the generator would have wires and metallic bars extruding from their bodies).

I had planed this level to be creepy and have ominous overtones. The tumor in the hallway to the science bay is visual proof that there an unknown life form/forms on board and as a way to show the horrors that are yet to come.

 

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