Burning Memory Level Design – Oliver Rayner

For the level design, I wanted an open area to explore that was free but had collectibles in order to tell the player about Fleet’s past. I have decided on using letters for audio recollections Fleet will say in their head but will be listened to by the player and the golden eggs for the nest by the egg door. The area is supposed to represent the northern midwest with a semi-surreal environment that has interactives and different set pieces. A lot of the aspects were put into the sketch drawing, but the Maya diagram had to be set up to be 3.1 times bigger in order to get the effect I was aiming for.

In Maya, I switched some things up as it came to the placement and was even able to add an igloo. All are pretty basic shapes that will be expanded on with the modular kits, I really wanted to give the player a big freedom experience but also the sense of trying to escape to a bigger place. I am not an expert in sculpting with Maya but I am currently seeing how I can make better curves in the environment. I tested out the walking around the environment in Unity and it is currently oddly satisfying. I feel as though the proportions are good for Fleek and would like to see if I have enough time to continue making an expanded part of the game.

Overview of the outside of the environment.
Another perspective of the game world.
The cube under the tent represents Fleek.
Egg door through the trees where Fleek must place the golden eggs on the nests.

Leave a Reply