The images below are the modular building concepts for my game’s hangar and city sections. both level sections are full of assets that are made of simple shapes like cylinders and cubes, so my method of building a futuristic city and a hangar for a high-tech robot will be implementing decorations like billboards, danger signs…
Yulin (Jeff) Chen – Level Design
The image below is the general level design of my game. The area on top is the mech’s hangar where the player can move the mech around and interact with the maintenance panel at the bottom left to check on the mech’s status. To progress, the player has to control the mech and walk to…
Diego Arce – Level Design
My level has two main parts the small city section and the surrounding mountain road. Originally I had imagined the city section being bigger but because of time constraints this will have to do for now. I did make this in 3DS Max with modular assets in mind like having the straight street bits between…
Lauren Waddick – Modular Building Kit Concept
Here are my concept pieces for my modular building kit. I tried to focus on the more important pieces of decoration and architecture that can be reused throughout the scene. I want try to focus on mixing man made materials of wood, stone and metal with more magical looking items such as the crystals, glowing…
Modular Building Kit Concept: Kerri Thornton
I don’t have a ton of assets that will be repeated more than 2 times, so most of these are “duplicate and then move on to the next set and do as much as possible” — especially with the (hopefully) many small, found objects. I’ve ordered them by priority with the assumption that I’m not…
Hanwen Xu – modular building kit
Here is my concept art for the modular building kit. I focused on more reusable items around a school environment, such as lockers and posters. The rooftop is going to be the same throughout the whole game. So I decided to add fire sprinklers here (probably also smoke detectors?) and there to give more variety….
Conor Dolan – Modular Building Kit Concept
Here’s my concept art for my modular building kit. I’ve separated the two types of assets into two images. For my structural assets, I have a lot of repeating metal panels and glass panes for the walls. For the floors, I have two main types, being a more randomized industrial metal and a glossy metal…
Conor Dolan – Level Design
Here’s a few images of my level design. I stuck fairly close to my original concept art but ultimately decided to make it a first person game rather than isometric. I split the superhero lair into several different rooms, each with a different purpose. The rooms are labeled in the blue text and specific features…
Mitch Tanguay – Modular Assets Concept Sketches
Here are some sketches of modular assets for my level. I focused primarily on structural assets such as different wall types that would make building the level itself much more efficient. In addition to the assets pictured below, I plan on expanding the number of smaller, more unique assets to include things like scrolls, books,…
Diego Arce – Game Concept Proposal & Sketch
This is based off of a game cover I made for Digital Painting last term (As seen on the featured image). Player Objectives The main part of the game is racing, so one of the main objectives is to drive faster than your opponents by driving better than they are and by modifying your vehicles…
Kirsten Roethel: Modular Kit Concept
My modular kit concept consists of three main sections: The graveyard, the house, and the decorative elements. The graveyard will have a surrounding wall as well as at least two gates. Inside the walls, there will also be a mausoleum. Here are some sketches of how these structures may be built: Next was the playable…
The Glacier Church
The concept is that the player and their companion Fridrickstien are occult explorers. That caught wind of a church of some sort frozen and perfectly preserved church of sorts within a glacier. Objectives: The player is to collect the 4 items around the map, and then take those 4 objects and place them in the…
Jake Matthews – Level Design
The level I have planned consists of two main areas, the colony, and the surrounding desert. Because the desert is a larger space, and mostly empty of human interaction, I chose to focus mainly on the layout of the colony itself. The main approach to the area is from the landing pads, and due to…
Mitch Tanguay – Level Design
Here are a few screenshots of my Unity level mockup. Even though this is a very rough outline, it is clear some of my level’s dimensions scaled differently than I anticipated in 3D space compared to graph paper. For further iterations, I will adjust the size of some of the rooms and hallways to better…
Daniel Pacheco-Cruz: Level Design
I wanted to keep my level design very simple. I created 4 floors, and each floor has a unique layout. The green marker shows the path the player can take to get to the next floor. There will be the secret room where the scroll is and a locked room where the player has to…
Hanwen Xu – Level Design
This is the level design and the flow markings for my game. There are no elevation drawings because everything takes place on a single floor of an indoor environment.
Daniel Pacheco-Cruz: Game Concept
My concept is a ninja game which takes place during the Sengoku period in Japan. The level will take place in a temple. I am going to use the Shitennoji Temple, one of Japan’s oldest temples, as reference. The environment of the game will consist of symbols and designs that were used in the Sengoku…
Kirsten Roethel : Level Design
My level design consists of one outdoor environment in an open world format, similar to Animal Crossing. The main areas of interest are the player’s house, a pumpkin patch, the graveyard, a mausoleum, and a secret alchemist shop in the woods. Some smaller areas include a pond, the river around the environment, and a bridge…