Deacon Higginson's Game Design Blog

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    • 3D Asset Design (400573_A20_T1)
      • Production Piece (3D Rendered Output) & Portfolio
    • 2D Art for Games (440947_A20_T1)
      • Sketchbook of Artwork
    • Introduction to Game Engines (440946_A20_T1)
      • Completed Game & Development Diary
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  • Year 2
    • 3D Character Design (500730_A21_T1)
      • Character Design Portfolio
    • Creative Business: Pitching and Design (551307_A21_T1)
      • Elementor
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      • Level Development Diary
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      • RP
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  • Year 3
    • Major Project (601165_A22_T12)
      • Proposal
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      • Visual Effects
    • Digital Storytelling (661893_A22_T1)
      • Production Dossier
    • Immersive Design (661841_A22_T2)
      • Portfolio and Production Piece
    • The Designer Self (601164_A22_T2)
  • Industry Portfolio
  • About me!

higginson2020

Level Development Diary

Set dressing

The first and second room are the entrance and main area of a sewer, I have covered them in various pieces of rubbish to show this. The rubbish on the floor leads the player towards the next areas, acting as stepping stones for them.

By higginson2020, 4 yearsJanuary 19, 2022 ago
Level Development Diary

Level events

As the player moves through the level, lights will flicker to create tension and keep the player interested. At the end of the game, the player comes into a room surrounded by torches. When they approach the center, the lights go off. I used box triggers to make this happen.

By higginson2020, 4 yearsJanuary 19, 2022 ago
Level Development Diary

Level lighting and texturing

The lighting for the level is extremely limited due to the player having a torch. The lighting provided in the map primarily comes from spotlights on the ceilings and, in the final room, point lights as torches.

By higginson2020, 4 yearsJanuary 19, 2022 ago
Level Development Diary

Player torch implementation

To give the player a torch in-game, I attached a spotlight to the hand of the player model.

By higginson2020, 4 yearsJanuary 19, 2022 ago
Level Development Diary

Audio Implementation

I imported three different footstep audio files and attached them to a random node then a modulator and then an output node. I then went into the animations for the player character, added audio notifies and selected the new footstep audio I had created.

By higginson2020, 4 yearsJanuary 19, 2022 ago
Creative Business: Pitching and Design (551307_A21_T1)

Creative business pitch creation

The pitch for my business was put together in software called shortcut. It’s a free, open source software that I use on my laptop.

By higginson2020, 4 yearsJanuary 10, 2022 ago
3D Character Design (500730_A21_T1)

Character creation in ZBrush

To start creating my character in ZBrush, I blocked out a simple outline of the body. To make sure this was accurate, I used a reference image of the human body. Following this as a guide, the first thing I did was create the mid section of the character using Read more…

By higginson2020, 4 yearsDecember 8, 2021 ago
Level Design (551309_A21_T1)

Lighting and emissive materials

Following the canvas tutorial, I made examples of lighting and emissive lighting.

By higginson2020, 4 yearsDecember 8, 2021 ago
Level Design (551309_A21_T1)

551309_a21_t1_001_port:level design portfolio_deaconhigginson_202004665

First room The player starts in a medium sized room stood next to a ladder coming down from a sewer grate. The first thing the player sees is are the railings, currently displayed as red rectangles. These railings are leading lines (Shaver, 2018) that will guide the player through this Read more…

By higginson2020, 4 yearsDecember 2, 2021 ago
Level Design (551309_A21_T1)

Sewer blockout development 5

I added simple indicators as to the locations of various assets that will be in the level. I have coloured them red so that they stand out from the rest of the level.

By higginson2020, 4 yearsNovember 29, 2021 ago

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Categories
  • Home
  • Year 1
    • 3D Asset Design (400573_A20_T1)
      • Production Piece (3D Rendered Output) & Portfolio
    • 2D Art for Games (440947_A20_T1)
      • Sketchbook of Artwork
    • Introduction to Game Engines (440946_A20_T1)
      • Completed Game & Development Diary
    • Team Project (400572_A20_T2)
    • Introduction to Motion Graphics and Animation (440948_A20_T2)
  • Year 2
    • 3D Character Design (500730_A21_T1)
      • Character Design Portfolio
    • Creative Business: Pitching and Design (551307_A21_T1)
      • Elementor
    • Level Design (551309_A21_T1)
      • Level Development Diary
    • Rapid Prototype Design (551308_A21_T2)
      • RP
    • 3D Character Animation (551310_A21_T2)
      • Design Portfolio
    • Professional Practice: Production & Development (500728_A21_T2)
      • Team Project
      • Development Log
      • Class Work
  • Year 3
    • Major Project (601165_A22_T12)
      • Proposal
      • Dev Log
      • Practical
    • Visual FX and Post Production (601166_A22_T1)
      • Visual Effects
    • Digital Storytelling (661893_A22_T1)
      • Production Dossier
    • Immersive Design (661841_A22_T2)
      • Portfolio and Production Piece
    • The Designer Self (601164_A22_T2)
  • Industry Portfolio
  • About me!
  • Elementor
  • Industry Portfolio
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