As a Level Designer and Builder on this project, I used the most advanced and detailed Blockout I made of the Abbey as a reference.
This ensured the collisions, navigation and overall Level Design of each room and the Abbey as a whole was still optimal and working as intended.
I then built and decorated the final version of our level using the assets made by the Environment Artists of the team and in accordance with our initial artistic concepts : an old, creepy and abandoned Abbey.
Testing and improving
Throughout the Level Building, the level kept being tested and played through to ensure none of the newly added assets could interfere with the game and the player's experience, and to verify that everything looked just as intended.
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