CGMA week 2
Elipsis

For week 2, I explored the use of shape to guide the player within a limited gameplay area.
I was given a limited set of shapes- but how I used those shapes was completely up to me to explore.
I wanted to tap into retro-sci-fi and brutalist shapes to help define the level- use of positive and negative space to help shape the silhouettes that guide the player. I wanted the climb up at the level start to hit the player with a rewarding and intriguing vista that made the player want to explore.

I made several mechanic gyms for the movement to try and calibrate the jump distance to get the ‘oh i’m not going to make it’ moments dialled in


Development time: 1 week

Assets used:
IWALS - Jakub W
Synty Polygon



I wanted to capture a mix of different shapes for this project with a focus on brutalism and 60’s - 70’s science fiction. The lighting was particularly important as I like to establish lighting early in level development- I find it helps set the tone and how the shapes and paths are viewed.

Images are also selected for a particular atmosphere or impression.

for this particular level I wanted the player to feel small and oppressed.

CGMA week 2
Pre-production


CGMA week 2
Level Shots