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Adventure Team Project

This was a team project focused on level design and concepts like leading lines, breadcrumbs, landmarks, lighting, camera angles, prospect and refugee, valves, level progression, flow, color language and object placement.

Also using concepts of Environmental Design, Narrative Design, World Building.

It was started using blockmesh and then assets were added.

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Crystalized Cave Entrance

The first thing that the player sees starting the level, they follow the light and instantly learn that you can climb ice ledges. This cave is supposed to feel humid and cold. The little diamond on the floor is a collectible. 

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Blockmesh

Blockmesh of the Crystalized Cave. Rocks were added to hide the seams and lighting was changed to make it more cave like. Ledges are replaced by ice ledges.

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Crystalized Cave

A cool view after going forward in the cave, where you can take a look around before continuing your journey.

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Blockmesh

Blockmesh of the crystalized cave. Lighting was improved to make it a bit more dark, but maintaining the crystal glow.

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Bridge

From here the player starts learning that the wood guides the main objective, used as leading lines. You feel safe after getting out of the cave, used as "prospect and refugee" in this area. Valves are also used, there's some wood planks on the other side of the bridge that doesn't allow you to go back.

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Blockmesh

Blockmesh of the bridge area. Here I started implementing the leading lines more since this area is more open than the cave. Also you can see the town which feels like a closed space thanks to the increasing "stair" houses on the sides.

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Sewers

After resting in the town, here comes a new challenge. You need to cross these sewers using the planks as your path. It feels dark and cramped to make the player have an urgency to leave.

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Sewers Blockmesh

Blockmesh of the sewers. A change of colors and lighting was made to make it more dirty, dark and rusty. Obstacles are also implemented for the bridges to have more purpose.

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Sewers Part II

More challenges and a different perspective of the sewers. You can notice the water glowing green here.

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Sewers Blockmesh

Blockmesh of the sewers. The water is also glowing green here. If you fall down you can go back from here.

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Castle Entrance

After finishing the sewers challenge, this is your new rest area (Prospect and Refugee). You notice that the main entrance is blocked so you follow the wooden leading lines on the left corner.

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Castle Entrance Blockmesh

Blockmesh of the Castle Entrance. From here you notice the different path on the left, easy to spot because of the fallen statues and wooden planks.

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