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Showing posts from April, 2025

CGD Week 11 – 12: Architectural Expansion: Columns, Cover & Verticality

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  Stylization Reference Continued modelling of architectural structures in Blender, focusing on iterating a variety of columns and beams. Further refined and tested the level layout by adding key combat cover elements and enhancing environmental details to reinforce the ruined aesthetic. These details were designed to integrate smoothly with the overall level design, creating more engaging terrain — for example, collapsed pillars not only serve as visual storytelling but can also function as pathways connecting all three layers of the level. Environment Detail

CGD Week 9 – 10: Refining Environment: Elemental Feedback & Visual Cues

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  Stylization Reference Curved Floor Structure & Flow Validation The previously built floor structure was deformed into a curved layout. Import unity for the initial test. Then  adjustments were made to ensure the planar layout is reasonable and the player flow remains smooth throughout the map. Elemental Stone: Modelling and Iterative Refinement Started modelling the Elemental Stones and iteratively refined the shape, details, and stylization. Elemental Area: Visual Feedback Design  The Elemental Area should subtly indicate its area of effect through visual cues. To achieve this, I applied multi-layered design to the ground: The surface layer uses tiling that visually blends into the environment. The bottom layer uses emissive (self-illuminated) materials. I intentionally widened the gaps between tiles so that the glowing bottom layer is partially revealed — giving players a visual sense of where the effect zone is located.