You may have played something I made.
I guess I am here now, Resist...
All thoughts and opinions are my own; subject to change. Terms and conditions apply.
On the left, I thought it would be cool to traverse across the arms of this statue, give an “off the path” feel.
However, players didn’t register it as a path, so I changed it to a grapple point/hang.
On the left, I thought it would be cool to traverse across the arms of this statue, give an “off the path” feel.
However, players didn’t register it as a path, so I changed it to a grapple point/hang.
I added the large stone hand as a unique landmark to help players recall this area and draw attention to the exit. We saw marked improvement in future playtests.
I added the large stone hand as a unique landmark to help players recall this area and draw attention to the exit. We saw marked improvement in future playtests.
I intended for the face of the giant statue to act as the “weenie” for the level and always be pointing the way to the exit.
I intended for the face of the giant statue to act as the “weenie” for the level and always be pointing the way to the exit.
It's Blocktober & I'm excited to show you some of my work from Jedi: Survivor. Specifically the opening to Jedha.
Everything in GD is a team effort. In these areas you see the work of Env. Artists Nate Rulli & Brain Gao and Lighting by Sam Santillo.
#blocktober #gamedev #leveldesign
It's Blocktober & I'm excited to show you some of my work from Jedi: Survivor. Specifically the opening to Jedha.
Everything in GD is a team effort. In these areas you see the work of Env. Artists Nate Rulli & Brain Gao and Lighting by Sam Santillo.
#blocktober #gamedev #leveldesign