• Below is a set of wood textures that I created for the levels within the world of Element. I tried to keep the style as close as possible while working with the same colors and complementary colors of those set colors.
  • Below is a set of stone textures that I created for two of the levels, the factory, and the town. These were used mainly on stone columns or the walls of houses and buildings within the town.
  • This level went through several iterations until the level designer and I decided on the final layout. The initial idea was to have cogs all over the place and such, but so many movers over a network can start to bog down systems. This decision was reached due to optimization constraints. Even though these constraints were a little rough I believe the overall idea was executed successfully.
  • Many of the cogs within the room rotate and allows for a great deal of combat on the Z-axis. The whole concept behind this level is the players are fighting inside of a grand clock that is located in the Ogrimn City.
  • I did several lighting passes within this level. Successfully working with the colors of the textures I created and particular light colors, it helped convey the mood of this level and the overall feel.
  • The Ogrimn town used many of textures I had created as well mainly the stone textures with a mix of a few of the woods. The biggest challenge on this map was a cliff side skybox where players could fall off the edge of the town. Eventually Brandi remedied the problem by creating some particles and a certain occlusion setup.
  • This level has a great deal of Z-axis fighting. I gave Brandi the freedom to figure out what type of theme she would like to work with. From that point on we came to the idea of creating a town that was recently under construction.
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