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Underwater Race Track

As a side project, I decided to start creating a series of levels that would be used in a kart racer similar to the likes of Mario Kart. Each track would have its own unique setting, as well as design features and set pieces.

The first level I created as part of this series was an underwater race track. This is likely the most complex 3D environment I have made so far, as it incorporates lighting techniques such as light shafts and fog to enhance the atmosphere. 

The assets were taken from an underwater asset package, and the terrain was completely designed by myself.

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Sunken Fates

As part of my final group project for my degree, I was allocated the roles of game designer and level designer for Sunken Fates, a 2D, narrative adventure game taking place in Novantis, an underwater metropolis.

Using tilesheets provided by our artist, I created a series of levels that take place in the city centre. To reflect this location, the maps consist of wide, open roads dotted with vast, towering buildings.

Once the foundations were complete (designs can be seen on the ArtStation link), the next stage involved adding life to the city, in the form of NPCs that roam around the levels, as well as grassy areas that serve as meeting points for the residents.

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Wizardry Torment

Wizardry Torment was the first mobile game I worked on, which, unfortunately, due to technical issues, I couldn't finish or release. The levels, however, were fully completed, both in their structure and decoration.

Creating these maps ended up being my favourite part of the project, and I spent quite a lot of time on them. Each one takes place inside a cave, but the biomes change, along with the colours, flora, and other little details.

Working on this project was also my introduction to using tile sheets, something that ended up being rather easy to utilise. This approach to creating levels was completely new to me, and I really enjoyed it.

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Blackwater

Blackwater is a first-person action game where the player must hold off an invading force of goblins until help finally arrives.

The game itself doesn't have much to write home about since the main focus of this project was the environment. Using a variety of asset packages, I was able to create a small, medieval settlement in which the action would take place.

The castle itself, as well as the buildings, were created by me using ProBuilder, a tool I had some experience with in the past. I also used Unity's terrain tool to create the base of the map. I spent quite a lot of time decorating the level to try and make it look as convincing as possible, even if the player would likely not pay much attention to the world around them.

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Low-Poly Nature Diorama

The beginning of a series of dioramas I started making a while back. This is a small nature scene I made using a low-poly nature pack on the Unity Asset store. My focus with this level was building an almost cosy scene containing a relaxing atmosphere.

I chose one of their terrains for the base of the scene, then began decorating on top of it. When creating the level, I divided the area into different sectors so that I could detail each part of the map without it becoming samey and repetitive. Taking this approach allowed me to use almost every single asset in the pack.

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Low-Poly Medieval Village Diorama

Sticking with the low-poly theme, I decided to make another diorama, this time with a medieval village asset package containing a larger variety of models.

I approached this level in a similar way to the first one, splitting the area into zones for which I could add different characteristics to. I started with making the basic layout of the village, using the roads and houses as references. From there, it was just a matter of filling in the centre and surrounding borders with whatever I could.

When it came to decorating, I only added specific types of models in places where it made sense for them to be there. An example of this is how some houses have backyards behind them, where clothes are hung and box containers are located. It may be low-poly, but I wanted the level to look authentic to its setting.

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Valley Diorama

Moving away from the low-poly look, I found a small asset pack that was centered around a mountainous valley environment.

This pack was much smaller compared to the ones I used for the other two dioramas. To compensate for that, I often duplicated the same asset but changed its scale and merged it with other similar objects to give the illusion of more variety.

Using the rock formations and cliffedges, I made a natural border for the level that, at some points, creeps into the interior of the map, so that it isn't just a basic circle. I then added trees and rocks all over the scene, making it look much denser and more detailed.

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Reverie

Reverie is a small prototype for a game idea I had. It was to be a 3D, puzzle-platformer taking place in a variety of different environments.

I made this prototype to test how a typical level would play out in the game. This version utilises easy platforming sections alongside straightforward puzzle areas where the player must find a box and then place it on a pressure plate to open a door blocking the way.

The final product was never made. However, the aforementioned puzzle mechanic was later used as a major mechanic in one of my other games, Beyond Astra.

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