Ruiner's Arena
Yo!
While I was at GDC, I helped a fellow FIEAn, Mr. Elon Grant, make a map for their Tech Design project, Ruiner's Arena. Working on a level for a work-in-progress game is always fun, but you've got to be quick willing to iterate. Fortunately for me, rapid-iteration is my middle name!
In our San Francisco Hotel, Me and Elon worked through some details for the map. Ruiner's Arena is a first-person hero shooter with a focus on comboing abilities together. There were some notable details for the level I needed to keep in mind- Firstly, all the heroes had, by default, a wall-run and a wall-climb, so gaining elevation would not be a problem for anyone. At the same time, high-mobility was expected, but cover was crucial.
Although there were future plans to build a unique gamemode, we started with simple deathmatch. In order to get something usable for testing quick, I built the level in Blender (as I tend to do) and sent it off. Here's what the first draft looked like.
We wanted the map to be symmetrical, and inspired by a nearby San-Fran Japanese garden, Elon requested a Japanese-Garden theme. We mostly just went with the buildings, and I used a broadly applicable texture to color it without need a ton of material groups.






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