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Expanding the Game Area

By Aaron Carter


After the conclusion of the first semester and a good deal of both internal and external feedback we elected to move onto expanding the game into the next section, that being the industrial sector of the Agency building. As the heart of the agency weapons program it makes up a good bulk of the remaining levels that the player must navigate.


The primary two components to this area are the gritty, brutal architectural style/aesthetic that imposes a sense of threat on the player and the increased difficulty. As the player is now in what is effectively the best defended part of the building the player must be faced with more openly hostile threats such as turrets and moving machinery.

Designing this section began with an expansive amount of resource gathering to generate inspiration for the kind of aesthetic it would follow.



With a design in mind I set about developing the basic geometry of the area, aiming for something that spoke to the sci-fi nature of the game while also being obviously well used, worn down and dirty from the kinds of operations going on there. I went through a recurring process of texturing and retexturing as I sought a strong consistent look for all the assets. Over the course of a few weeks I had come to develop what now makes up the industrial sector with a clean set of textures added to the refined geometry to finish out the new look.












 
 
 

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