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Alex Chen's Portfolio
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    • Hunter's Inc.(WIP)
Alex Chen's Portfolio
  • Created environment with landscape and foliage painting tool.

  • Designed levels for combat, traversal and exploration.

  • Designed procedural generation rules to generate organic, non-repatitive open world levels.

Environment work (Open-alpha stage)

  • Assets used: Synty asset packs

Creating modular open world levels

Design goal: 

  • Create modular open world levels that offers various combat, traversal and exploration experience.

Original Approach: 

  • Square modules were created, and then use the Dungeon Architect tool to procedurally generate the world map.

Problems: 

  • The world sometimes can be uncannly due to the fact that all the modules are squares with "doors" on 4 sides.

New Approach: 

  1. I created modules with the shape of tetris blocks, and categorized them into different types:

    • POI: The first module connecting to the spawn room

    • Room: Combat space

    • Corridor: Small, narrow space for exploration and traversal

    • Boss Room: Big, open combat space

2. I changed the procedural rules to increase the flexibility and interconnectivity between modules.

Results (WIP): 

  • The world feels more organic.

  • More variation of module types and shapes, each offers unique gameplay oppotunities.

Next Step: 

  • Create one-way doors to provide a more complex experience when navigating through the world.

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