Returning Room Review


In our testing period back in May we uncovered bugs, inconsistencies, and immersion disruptions. Our Test Lead and resident environment designer Chet, has been working on completely reviewing and redesigning our room layouts.

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Test Lead Role

For this week regarding tests, Josh (our Tech Lead/Coder) and I have done a few size tests for level designs and asked for approval from the rest of the group members on which ones we will be choosing to stick with. From the responses we have gotten, it seems we are able to settle with a specific size.

Another activity regarding the testing role is the Issue Tracker.

I’ve been updating with issues that everyone is having; posting them on the issue tracker and asking them to close the issue once it has been solved.

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Group role: Environmental Artist 2D/3D

So far I have currently designed 12 levels and finished UV mapping them out and exported each individual level design as an FBX file. Which will allow it to be implemented into the game.

Each room or level is designed differently so all of the levels feel different and not repetitive visually.

Every level is designed to have 2 to 3 repeating features, 1-2 different rooms and a middle ground in between the rooms for players to roam a little while also clearing the waves.

I have specifically designed them to have a fall off mechanic so if players somehow fall down the hole/abyss they die and repeat the current level they are on which is yet to be tested, if this doesn’t work - of course - we will jump back to just using barriers so players don’t fall off and die.

 

Moving forward, I will be working on textures primarily and put all other activities on hold.

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