Shades Summit Level Design


Hey everyone I'm Arthur, and I'm going to discuss my part in the making of Shades Summit. My role in the development process has been to create the layout and scenery behind each level's architecture and pathways. For the past two weeks, I have been modeling and texturing each level's walls, floors, outer ceilings, and a few other props that will be implemented in time. 

The image above shows a birds-eye view of the Catacombs level where Shade's journey will begin. Every part of each level is made up of several duplicated assets that become what the level is now.  I took plenty of time to make sure there was a variety of themes implemented throughout the catacombs which include tombs, monasteries, and many broken-down hallways. After taking plenty of time into the design behind every asset, I built each room/hallway all in Maya and set them all into their positions as seen above.

After completing Level 1 and implementing it into our project I wasted no time in making the second and third level assets. For these levels, I learned a lot from what I did for level 1 and made each part much easier to handle when creating the rooms and hallways. The image above shows some of the models and textures that will be used for the Cave Level. The idea behind level 2 is to make it into a beautiful crystal cave theme which, gives off a glow for every crystal you see throughout Shade's journey.  For the coming weeks, I will be working hard on implementing both levels 2 and 3 into our project and adding many more props and models that will go nicely with our game's ghostly theme


I'm looking forward to continuing my work for Shades Summit and I hope you enjoyed reading a little about my role in this project!

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