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Showing posts from March, 2025

CGD Week 7 – 8: Modular Modelling & Layered Layouts

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Started Detailed Environment Modelling Began modelling the basic architectural structures in Blender. Since the environment is set in ancient ruins, the models need to have a worn and broken brick texture. Designed old bricks as the smallest modular unit. By deforming and combining them, I gradually built larger architectural components from the small modules. Based on the previous greybox level layout as reference, I started recreating the level using the new modular assets. During this process, I considered key level design elements such as line of sight between floors, vertical connectivity, and flow between different layers, in order to finalize the vertical structure of the environment.

CGD Week 5 – 6: Level Design Begins: From Combat Zones to Map Flow

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VFX Update Based on Refined Combat Mechanics We refined the visual effects assets in response to the updated elemental combat system. Level Design – Grey-box Phase Based on design references from classic radial-style PVP maps, I used ProBuilder in Unity to build a grey-box prototype of our level. Core Level Elements : Yellow Area:  When the Crown holder exits the yellow area, the Crown will be dropped automatically. Target Object (Crown): Placed in the center of the map. Holding it continuously grants points over time. Orange Area - Elemental Area: Elemental Stones (Red = Fire, Blue = Water, Green = Wind) Attacks can activate the matching elemental area. Once activated, throwing a grenade into it will trigger an elemental reaction, e.g.:                     Fire + Water = Smoke Area (Same interaction logic as grenade + grenade reactions) Green Area - Respawn Area: Respawn Stone     Can be attacked and de...