Duties: Level, Systems, Puzzle, and Combat Encounter Designer, Environment Artist.
Tools: Unreal Engine, Blender, Photoshop, paper and pencil.
Duties: Level, Systems, Puzzle, and Combat Encounter Designer, Additional Environment Art.
Tools: Unreal Engine, Blender, Photoshop, paper and pencil.
The city is the largest area of the game. It serves as the central hub, so players will visit it several times and play different sections. I created many sections for this level, as I started working on it right from the earliest stages of production.
Additionally, I was responsible for designing some of the combat areas during early builds, and I modeled placeholder assets whenever necessary.
Duties: Additional Level Designer.
Tools: Unreal Engine, paper and pencil.
This area represents a desolated version of a forest, where the trees have been reduced to stumps, and the lands are full of wooden furniture discarded as trash.
The general area was owned and designed by another designer (Adrià Sampé). I was tasked with creating the final climax, due to my experience balancing gameplay and visual composition.
City skyscrapers
Because of my past experience dressing levels for other projects, I was tasked with the environment art of the “Downtown” section of the city, which required placing windows on the skyscrapers.
My duties here involved:
Grass
Sprouts are an interactive element of the game.
If the player uses their special ability on them, they grow into an adult tree and spread a patch of grass, thus bringing back some life into the world.
While the tree placement had already been done by another designer (Laura Roldán), I was later tasked with improving the compositions by rearranging the shapes of the grass patches across the whole game. Since trees are never found isolated, but in groups, I decided to shape these patches of grass as little jigsaw puzzles, with each new one complementing the shape of the ones that have already grown.