on a hall designed to block visibility between two areas then exapanded with height variety and asymmetry for more engaging combat and exploration. Adding interest to a simple area.

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Level design test for Starbreeze Studios. Made with Source Engine in 2010. Got the job, dream come true! Worked on the cyberpunk first-person shooter Syndicate together with amazing people. Grateful, good times!

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Day 61-64: March art style change from 80s anime to classic/rubber hose style toons! 🎞

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Character concepts day 61-64: coloring stages, Day 65-68: rough sketches/clean up.

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Ko-fi is set! ☕️ https://t.co/HEisDTNGBJ
Wish to support! Buy a ko-fi!
You can upgrade up to two or more: you get a sketch, inks, colors, character sheets & illustrations! Price list in the link! RTs are appreciated! ❤️

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hi Twitter it's me again, this time with a level made for class. The theme was "dungeon" so I went with the basement/warehouse of a big tech corporation (based on Deus Ex). I'm not 100% pleased with it, but for my first "full pipeline" project, I'm happy!✨

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Great time speaking too the citadel design team and about minature concepts, i was advised to create some for my portfollio so here is the first.

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Allergy setback 🧹 More progress on Day 57-59 concepts, doing a minor fix on Day 60. Trying to think of names for these three. 💫

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Days 53-56: Action/comedy, City Hunter art style. 🌃 part-time cop who owns and works at his bar. He gets intel from the frequent visitors about shady criminal work. 🍹 🍸

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Even if terraforming and point of views are the most time-consuming part of the job, i'm happy i also have to design and redesign specific playgrounds according to our lead's game design ideas

Here are a few iterations of our ruins workshop !

(#leveldesign https://t.co/K0phpT2YfY

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