Small medieval village designed for the first person narrative game "Harrowood". I created mountainous terrain around the outside of the village to add to the claustrophobic feeling of the game. This also afforded me the experience of creating terrain in Unity for the first time.
I decided to split the 3 areas of the village definitively using the terrain, in order to reflect the overall narrative of the game. The river allowed me a way to inhibit player access to the Town Hall (far left of image) until later in the game, as well as adding to the character of the village itself.
I felt that by elevating the later areas of the map, it would give important buildings such as the Town Hall an imposing feel in game.
'Harrowood' remade in the Unreal 4 engine using some basic assets and stock textures. A small challenge I set myself in learning the various terrain editing tools in the engine and how they differed from Unity.
Weathering effects were added to the mountains to create a more believable terrain and make use of the new tools available in the engine.
An introductory view of the village in the Unreal engine, illustrating the various levels of elevation used in the original level design.
Originally designed using the unity ProBuilder tool, the track itself was then recreated in 3ds max while I created the environment around it. I drew inspiration for the track design from some of the longer levels in Crash Team Racing.
Unlit perspective shot of the track. I chose to keep the amount of props and buildings on this particular level rather sparse, to highlight the contrast between it and some of the inner city tracks in the game. Instead, the focus of the level is on the terrain itself, and the canyon setting. This also plays a role in the hazards of the level, as well as the shortcut.
An isometric shot with scene lighting this time. I wanted the climax of the race to be a big 'show piece' on this level, and after seeing the nuclear bomb prop, I knew it would fit into that plan for the final jump perfectly!