Sun Gods Sanctuary
Team: Solo Project
Role: Level Designer, Environment Artist
Duration: 1 week
Engine: Core
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I wanted to test the core engine's capabilities for designing levels, I was inspired by last years core environment jam so I decided to replicate the same guidelines. I was inspired by Aztec and Mayan architecture as well as the level progression of usual action adventure games. The goal is for players to get to the temple which holds an enchanted ruby.
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Objectives
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Learn the fundamentals of environment art
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Recite level design practicalities
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Create an explorative lush environment that engages the player

Design Challenge #1
Exploration
In my concepts I specially wanted to have the environment not only look alive but to also use diegetic landscapes to help navigate the players exploration.
When the player first enters the cave I want to use the landscape to frame and composite the temple, and guide their eyes to this particular point of interest.
Design Challenge #2
Navigation

For navigating I used burning totems to act as a beacon for the direction of the players eye to indicate where they should go. I wanted to make sure that they were within the vicinity of the players view radius and it is easily seen. For instance when the player turns around the first corner immediately they see the fire that contrast with the fog and the dark jungle background.
Design Challenge #3
Narration and Immerison

Since I was inspired by Mesoamerican Cities, I really wanted to emulate the experience of being surrounded by jungle walls.
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I wanted to make sure the walking was not a mundane task and that there were exciting traversal pathways that the people can be enamored by.

To make the level more interesting and life like, I added a narrative element through the levels that gives off clues as to why is the area abandon.
As exampled above I though by showing dead bodies in front of the entrance of the temple as a means of communicating the important of the temple and provide a mystery as to what the ruby could do
What I've Learned
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Framing environmental visuals
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Pacing of exploration
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Visual guide motifs
References

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