Student Showcase 2023-24
Quarter 3
Level Design - Adobe Illustrator - 02/08/24
This is a map of my planned game in Unreal Engine. I created it in Adobe Illustrator, using basic shapes to visualize the layout of the game. I used simple icons to represent different objects and NPCs, with a legend at the top. The design isn't set in stone, and it's likely that the map will be tweaked several times before the game is finished. Next to it is a chart that outlines the flow of the game from start to finish. The mechanics are fairly simple, but will hopefully be engaging enough to appeal to the game's audience. The background colors indicate which level of the game each area is part of.
This is a map of my planned game in Unreal Engine. I created it in Adobe Illustrator, using basic shapes to visualize the layout of the game. I used simple icons to represent different objects and NPCs, with a legend at the top. The design isn't set in stone, and it's likely that the map will be tweaked several times before the game is finished. Next to it is a chart that outlines the flow of the game from start to finish. The mechanics are fairly simple, but will hopefully be engaging enough to appeal to the game's audience. The background colors indicate which level of the game each area is part of.
Whiteboxing - Unreal Engine 5 - 03/08/24
A whitebox is a simplified design of a level that is meant to establish the basic layout and scale of a map. Above is a video I recorded showcasing my whiteboxed design, which mainly used the landscape, shape, and cube grid tools. There aren't any assets added yet, instead I used colored spheres as placeholders. Some elements were imported in from my previous project in Unreal. The next step is to create all the assets I need and add them to my map, a process known as greyboxing.
A whitebox is a simplified design of a level that is meant to establish the basic layout and scale of a map. Above is a video I recorded showcasing my whiteboxed design, which mainly used the landscape, shape, and cube grid tools. There aren't any assets added yet, instead I used colored spheres as placeholders. Some elements were imported in from my previous project in Unreal. The next step is to create all the assets I need and add them to my map, a process known as greyboxing.
Greyboxing - Unreal Engine 5 - 03/21/24
Here is the fully greyboxed version of my game. The models for the popcorn and microwave were created in 3D Studio Max, while the scarecrow was downloaded from the website CGTrader. I also went ahead and added some textures to improve the game's aesthetics. Some of the textures are part of Unreal's starter content pack, while the rest were custom-made in Photoshop. I'm still dealing with a couple bugs surrounding the textures, but hopefully I can find a fix for it soon. I made the decision to create my own leaf texture instead of using Unreal's grass texture because I envisioned the game taking place in an autumn setting.
Here is the fully greyboxed version of my game. The models for the popcorn and microwave were created in 3D Studio Max, while the scarecrow was downloaded from the website CGTrader. I also went ahead and added some textures to improve the game's aesthetics. Some of the textures are part of Unreal's starter content pack, while the rest were custom-made in Photoshop. I'm still dealing with a couple bugs surrounding the textures, but hopefully I can find a fix for it soon. I made the decision to create my own leaf texture instead of using Unreal's grass texture because I envisioned the game taking place in an autumn setting.
All works on this website are original and are not for use without permission from the artist; © 2023, R. Wisdom.