CGMA week 4
C A N Y O N

This week I explored composition and ways of guiding the player through level form.
It was key for me to try use everything in the opening farms to help the player establish their route through the environment. This week I went with a classic western mining style level and decided to really rely on the mix of shapes and negative space to draw the players eyes to the church and the tree. I designed some combat areas with multiple bits of cover and some choice for the play in what route they’d want to take to the upper platforms.


Development time: 1 week

Assets used:
IWALS - Jakub W
Synty Polygon



My goal with the references here was to capture the drama of the american landscapes- the space, the canyons and try bring that into the level.

I did some research into mining equipment that would have been era appropriate. The space was one that I wanted the player to believe in a sense of realism- the camp is set up next to water with a boat to haul goods and a crane to assist with the heavy lifting. Little elements like these I feel add to the life of a level.

I kept a key of objects i.e
green = climbable
Blue= cover

So if I come back to the level later I can still understand the intended gameplay elements.

CGMA week 4
Pre-production


CGMA week 4
Level Shots