Dungeon thumbnails |
The image are the thumbnail designs for my first dungeon. I knew from the beggining that I wanted to have some kind of Goblin factory.
In second image are the cut out designs I did for my first dungeon idea, which is meant to be a Goblin geothermal power plant of some sort which would be found in the volcanic zone I posted previously. The first cut out is the main room, the second cut out is the first room you would see when going into to the dungeon, and the third is the right wing of the dungeon. I built all of these as very quick 3D models in order to find an interesting but clear angle to show the design of the dungeon.
My goal with the dungeon design was to allow for lots of different areas to explore and to make them as non-linear as possible whilst avoiding 'dead ends' which require the players to go back to another area after clearing one. I feel this leads to a more interesting flow in terms of the level design and makes the concept drawings more interesting to draw as a result.
Whilst I was doing a quick map for this area I started adding a collapsed area to the dungeon which lead to an underground cavern filled with other creatures and bosses. I thought it would be interesting if this would be my second dungeon and you can see the initial sketches for these above.
For the initial dungeon designs I have designed the dungeon first, and then I am planing to the design the bosses and creatures etc that inhabit it. I actually think this was a mistake to do as I feel the dungeons would have evolved into more interesting areas if I had based them around the a few characters i,e the bosses for that dungeon. I think I will do this for my third dungeon and then compare my thoughts on the two in my final report on the two methods and their results as part of my final report.
My undeground cavern designs I did as more of a traditional concept piece like my previous environment shots, and then I tried mixing the cutout look in the 3rd picture which is intended to depict the entrance to this new instanced off dungeon. I feel this is a much more artistically pleasing to look at, but perhaps it isnt as practical for designers to build from as alot of information is left up to the imagination and as such is better for inspiring further designs than to be used as the final blueprint design for the dungeon.
I believe for this project I should be focusing on the initial stages of preproduction where the concept artist is brought into inspire further designs, so the cut-out look I have gone for above probably would have been okay for a later stage of development but not for the preproduction stage I should be concentrating on at this point in the development cycle.
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