everquest level node for daybreak
TRANSCRIPT
Team Pocket SpaghettiGame Prototyping for Daybreak – Everquest 2
Daniel Cone – LeadJoseph Montalvo – Level Design
Kristen On-Moore – Concept Art and TexturesGabriel Padilla – 3D Environmental Assets
Damian “DJ” Davis – 3D Environmental AssetsPatrick Murray – 3D Environmental Assets
Overview
Level Concepts
Level Designs
Concept Art and Reference Images
Final Screenshots
Overview
Level Concepts
Level Designs
Concept Art and Reference Images
Final Screenshots
Pros-God Rays-Winding Path-Contrasting Architecture
Cons-Too Monochromatic-Blue Water Doesn’t Fit With Theme.-Transitional Architecture
Level Concept 1
Replaced Transitional Architecture with a Cave-in
Ground Transitions From Sandstone to Granite
Changed Blue Water into Green Magic.
Level Concept 2
Con’s-God Ray Doesn’t Make Sense.-Elf Fort is Backwards.
Level Concept 2
Overview
Level Concepts
Level Designs
Concept Art and Reference Images
Final Screenshots
ProA secret passage separating the Dwarven area from the Dark Elf area.
ConIt was too big.
Level Design 1
Pros-Added multiple cave-ins.-Fixed the size.-Magical ore instead of river.-Good use of Dark Elf fort.
Cons-Too linear.-No early cues to make the player want to explore deeper.
Level Design 2
Final Level Design
Viewport to cue the player into the fact that there is something amiss deeper in the ruins.
Overview
Level Concepts
Level Design
Concept Art and Reference Images
Final Screenshots
-Dwarven: warm light, sandstone, very large and blocky architecture.
-Dark Elf: darker granite rocks, imposing architecture, purple analogous color scheme.
Concept Art
Concept Art
Concept Art
Pros-Good colors-Imposing architecture
Con-Transitions are too smooth and bulbous.
Reference Images
Arenanet: Guildwars 2
Overview
Level Concepts
Level Design
Concept Art and Reference Images
Final Screenshots
Comments and Questions?