Level Design
Last post, it was possible to see a bit of the level and level art when I showed the guard behavior. Let’s see what we have in more details.
This is the Museum. It features different aisles for different exposition types such as WW2 or the Renaissance. There are also area that are not shown to visitors like the storage and restoration room, the garage or the break room.
Guard will patrol the different aisles and through some of the restricted zones. There are safe zones where nobody go for the mercenary to hide and vents for them to enter and hide if they have a crowbar.
It’s a bit convoluted but we need to give the mercenaries covers to get behind while also making navigation a challenge. The main piece of art the player needs to steal changes place in each game so he must not leave a stone unturned.
Level Art
We couldn’t receive help from the 3D Modelisation and Animation so we have to make due with the team. To help we decided to go with a low polygon style.
Character modeling in progress. Statue of Atlas in one of the largest room in the Museum. The cameras can stay still or rotate around their axis. Props for the coffee shop in the backyard.
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