Wednesday, June 25, 2014

HUNT: Worldbuilding

No level in HUNT has been created solely by one artist. At one point or another, multiple people have touched every level and made modifications. Below are a set of environments that I feel comfortable saying I completed 75% of the work (most are initial passes that are then tweaked along the game development pipeline). They are a variety of different environments that can all be pieced together to make a level, since the level is created by random generation. This was a huge part when initially designing the environments in HUNT of which I played a large role. Most of these environments were blocked-in by myself as well.
In this environment, a wall was required to force players around the oil rig in the back. Instead of a boring wall, I put oil refinery equipment there to block passage.

Same as above, other side.

An abandoned warehouse. The barrels in here are rigid body physics objects.

A large oil field with multiple derricks, some functioning, some not. Bridges and upper walkways support ai pathing, allowing enemies on the upper parts of the level to ambush players.
 
An outdoor storage area with a warehouse in the back.

A simple homestead out in the swamp.

Another warehouse, this one an abandoned boathouse.

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