Level design for using
I also created a full design document walking through the level and would be happy to send to anyone interested!

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A tool I made using collision primitives and a spline to easily close off the playable areas on the level. Made in Blueprints Construction Script.

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I've been toying around with the Sci-Fi Kitbash for today. I'll post a bit more of the ship after it's more complete.

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Another comparison between editor and in-game look of 🙂 Steam page should be ready in next couple of days.

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Worked on this in Unreal today - I will have a speed video up later today.


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Finished with this scene.

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Sad to see that has come to an end. But I wanted to thank everyone that's been checking out my work the past month. So... Thank you!! I feel a lot more inspired after sharing my work with the community. And what an awesome community it is!

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"How I envy the simple life of the tribesfolk, living in harmony with Mother Nature..."
Doc Amok concept sketch (2004)

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

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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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Making some scenes off of concept for some fun.

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