Deacon Higginson's Game Design Blog

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  • 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
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  • 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
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      • Team Project
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  • 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)
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    • Immersive Design (661841_A22_T2)
      • Portfolio and Production Piece
    • The Designer Self (601164_A22_T2)
  • Industry Portfolio
  • About me!

Level Design (551309_A21_T1)

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
Level Design (551309_A21_T1)

Sewer blockout development 4

I have further developed the sewer level blockout I finished the jumping area and put a ceiling on it. I added a small brown patch beneath the tree to look like dirt. I then added the final area of the level. It is a large platform that will have a Read more…

By higginson2020, 4 yearsNovember 28, 2021 ago
Level Design (551309_A21_T1)

Sewer blockout development 3

I have further developed the blockout for my sewer level. I primarily focused on cleaning up and finishing the exterior of already created areas although I have added more to the level today. The first area I finished off is the off shoot of the second room, the maintenance room, Read more…

By higginson2020, 4 yearsNovember 27, 2021 ago
Level Design (551309_A21_T1)

Sewer blockout development 2

Today I further expanded on the blockout of the sewer level I am creating. I first drew out the area I wanted to create so that I would have a reference as to what I was creating and not just going at it randomly as I have in the past. Read more…

By higginson2020, 4 yearsNovember 26, 2021 ago
Level Design (551309_A21_T1)

Sewer blockout development

I have further developed the blockout of the sewer level I am creating for the first level design assignment. I have added the entrance to the mine system that is beneath the initial sewer section. The ramp leads into a drop that will place the player into a mineshaft, I Read more…

By higginson2020, 4 yearsNovember 22, 2021 ago
Level Design (551309_A21_T1)

Sewer level improvement progress

For the level design assignment, I have decided to improve the sewer level created by Stuart when he was in university. The level Stuart created had the player moving through a sewer, finding various science rooms along the way. I intend to use the sewer environment but drop the advanced Read more…

By higginson2020, 4 yearsNovember 16, 2021 ago
Level Design (551309_A21_T1)

Blueprints 2: The door

This week in the labs session, I learned how to make a door open in Unreal using blueprints. I first started by reverting the capsule radius of the first person player to the default size so it would fit through the door model. I then placed the starter content door Read more…

By higginson2020, 4 yearsOctober 20, 2021 ago
Level Design (551309_A21_T1)

Landscape storytelling failure

While creating a landscape in the lab session today, I got to a point where I was a bit confused and didn’t really know what I should do. This is when I realized that I haven’t been doing the proper set up before the creation. I would jump into the Read more…

By higginson2020, 4 yearsOctober 15, 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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