These stages of development are our second contribution to this time with the relax level.

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yesterday's This is absolutely the most frightening one so far. I've also uploaded a video process of this one!

https://t.co/tTMqBWR4lt

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Day 6 of with World's Most Wanted ! Glocktober for today was a bit tricky since the theme was The idea was tough until I realized I could draw Lupin III and Fujiko Mine! Is he drooling over her or that diamond?

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6/6 From the block-out, the art vignette, and concept art, Tim and Duke worked closely with art studio Igloo/Lemon Sky (https://t.co/Kz0czDcnuW) to create final 3D art assets for the level.

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5/6 Using the blockworld and reference material as a foundation, Art Director and Lead Environment Artist Tim Tao concepted out the environment in detail.

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3/6 Meanwhile I sketched out the level layout, using the one-sheet, reference, and concept as a guide. Layout was finalized in a spatially accurate (but not exactly to scale) map. roughed out the layout in perspective.

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1/6 For I thought I'd share a walkthrough of the level design and environment art process we used for (2009).

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Second day for me, added some small details and a bunch of houses, to get the feel of the place, also ground view. Yey :)

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Treasure/Vampire & Bat. Blood bags are treasure for vampires, right? 😂 LOL i'm tired of drawing isometric, already 🤣 I need to take a break if i'm gonna do the whole month 🙂

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This year, I will probably not have any level building to show for the so instead, here's some WIP pictures for the mecha I was working on.
You can check more pictures of the final model here : https://t.co/8bH4OwJogU

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Day 3 - Companion/Witch & Cat

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Here's a look at my previous Doom-like level design practice; Some drafts, early blockouts and how it eventually ended up. Iterations go a long way!

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