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gaming grad gaming grad search primary menu skip to content about projects jungleshoots pika click game overviews twitch contact search for overviews game overview towerfall ascension overviews game overview the last of us food for thought an ode to the fighting game genre overviews game overview need for speed rivals miscellaneous level art practice 8 sci fi city august 30 2016 the gaming grad 2 comments wow this one was fairly difficult i have never really had much interest in science fiction and it definitely shows in this project i m trying to expand as a designer and i will definitely work on more sci fi related projects to round things out for the future title sci fi city time spent 2 hours assets used unreal infiltration demo pack this one is less of a level and more of a vista i will likely go back and improve on this piece since i feel that it s lacking in many areas maybe add places to you know walk feedback and suggestions would be great here i m struggling a lot with this genre share this share on facebook opens in new window facebook share on tumblr opens in new window tumblr share on x opens in new window x email a link to a friend opens in new window email like loading level design level art practice 7 desert pathway august 29 2016 the gaming grad 1 comment here s my latest work after about a week hiatus unfortunately my posts will be fewer as we progress due to life life sucks title desert pathway time spent 4 hours assets used unreal vehicle demo pack i spent a lot of time on this project learning more about unreal s special effects there was a lot of trial and error while trying to determine the right amount of fog and the color of the sky clouds something about this scene seems barren which isn t illogical considering it s a desert but the lone cactus in the front view seems slightly out of place i decided to record a video of myself working on this project if there s positive feedback i will likely continue doing more of them they make great portfolio pieces check it out as always i look forward to reading your criticism and feedback the comments you guys have been leaving so far have been awesome share this share on facebook opens in new window facebook share on tumblr opens in new window tumblr share on x opens in new window x email a link to a friend opens in new window email like loading level design level art practice 6 foggy cave entrance august 27 2016 the gaming grad 3 comments up until now my work has felt unrefined which only makes sense considering how new i am to working with unreal 4 my latest project however is the work that i m most proud of thus far because it actually resembles something remotely professional title foggy cave entrance time spent 4 hours assets used unreal particle effects collection unreal water planes i m starting to discover and utilize more unreal 4 tools as i become more comfortable with the platform and i m really enjoying the results this particular scene had me playing around with lighting exponential height fog tools and various fog shoot light ray blueprints a lot of this scene was developed as a result of trial and error and i think that my knowledge of natural environments might be translating to my level design i didn t have too much time so there are no gameplay elements in this particular project yet i also think that my photo composition skills might be improving as well but who knows i d love to hear any feedback if possible share this share on facebook opens in new window facebook share on tumblr opens in new window tumblr share on x opens in new window x email a link to a friend opens in new window email like loading level design level art practice 5 mushroom caverns august 26 2016 the gaming grad 1 comment this project was inspired by my time playing ark survival evolved an open world game featuring dinosaurs when it was first released ark had only one map available to all players named the island the island was an enormous 36 square kilometer level featuring different regions with varying heat levels height discrepancies and underwater portions it even had massive cavernous regions featuring subterranean animals that can only be found in the dark underground complexes these cave sequences were eerie and were lit by a number of bright colorful mushrooms and i loved the aesthetic so i wanted to recreate something similar this was my attempt title mushroom caverns time spent 3 hours assets used luos free caves luos provides a free sample caves package with a bunch of great assets and this cave sequence was created entirely using the pack caves can be extremely varied and random so i wanted to avoid making things too uniform the mushrooms are practically the only source of lighting in the caverns so i emphasized their effect using point lights i have a lot to learn about lighting and i feel that this first step was a huge leap forward what are your thoughts on the cave do you have any lighting advice share this share on facebook opens in new window facebook share on tumblr opens in new window tumblr share on x opens in new window x email a link to a friend opens in new window email like loading level design level art practice 4 winter cliffs august 25 2016 the gaming grad 2 comments here s a project based in a fictional northern mountain range i d say a lot of inspiration for this project comes from random pictures of canada i came across as well as various open world video games skyrim in particular title winter cliffs time spent 8 hours assets used unreal water planes infinite blades ice lands collection i wanted to try my hand at a winter scene and ended up producing this after a good amount of time to date this is probably the longest project in my practice series taking roughly 8 hours to complete across three days one of my biggest issues when working on this scene was running into a creative wall where i disliked my progress with the level but had no idea as to how i d fix it here s what i had after a few hours of work early stages i think the problem was my lack of knowledge when it came to natural environments as a level designer i m beginning to realize that i need to hone my understanding of various environments and that i should be actively taking in information as i browse through pictures or stroll through the city i need to understand the nature of each environment that i encounter so that i can accurately reproduce them within a game otherwise my scenes will look lifeless improper and incoherent with due time and active analysis i think that i can begin developing my strengths as a proper level designer and fully utilize the tools at my disposal to their true potential this project also took significantly longer than my previous ones because i wanted to incorporate actual level design up until now my projects were more like speed design studies where i would quickly develop a scene purely for aesthetic this level actually allows the player to walk around and introduces branching paths and skill gates for playability i m currently using a simple fps template so there are no unique mechanics to add to the level so i may add those via blueprint in future work here s a quick video i put together showcasing the semi completed level share this share on facebook opens in new window facebook share on tumblr opens in new window tumblr share on x opens in new window x email a link to a friend opens in new window email like loading posts navigation 1 2 5 next recent posts level art practice 8 sci fi city august 30 2016 level art practice 7 desert pathway august 29 2016 level art practice 6 foggy cave entrance august 27 2016 level art practice 5 mushroom caverns august 26 2016 level art practice 4 winter cliffs august 25 2016 level art practice 3 cartoon kingdom august 24 2016 level art practice 2 waterside tower august 23 2016 level art practice 1 the hill august 22 2016 global game jam 2015 march 14 2015 game overview towerfall ascension february 15 2015 jungleshoots february 1 2015 switching things up january 31 2015 game overview the last of us december 31 2014 an ode to the fighting game genre june 27 2014 game overview need for speed rivals june 1 2014 game overview counter strike global offensive february 4 2014 legendary former nintendo president passes away and leaves a legacy september 19 2013 review the walking dead 400 days dlc july 13 2013 review fire emblem awakening march 26 2013 quasar multiplayer top down space shooting madness march 20 2013 follow us click to receive the latest news from gaming grad email address follow join 3 344 other subscribers categories food for thought 3 gaming news 1 level design 7 miscellaneous 7 overviews 4 reviews 4 archives archives select month august 2016 march 2015 february 2015 january 2015 december 2014 june 2014 february 2014 september 2013 july 2013 march 2013 february 2013 affiliates cedrick lui writer blog at wordpress com subscribe subscribed gaming grad join 3 334 other 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