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Blockout Studies

This page looks to showcase spaces that were created to study level design under specific constraints to further expand my understanding of spatial identity and gameplay synergy. Each blockout follows the same workflow. 

Workflow

Reference

Gameplay Purpose

Determine Perspective

Blockout

I start out by gathering images from the internet  from one of three catagories. 

1. Concept Art

2. In Game location 

3. Real World location

Identifying the gameplay elements that will exist within the space. Identifying what game oriented purpose does the space serve. 

Selecting the perspective that the player will experience the level in. 

1. First 

2. 2D

3. 3rd

4. Isometric 

After Identifying the primary lines of the image I create a space that properly merges the Level Design Elements and the gameplay purpose of the space. 

ConceptArt-Temple.jpg

Gameplay Purpose - Transitional Space including popcorn enemies for combat. 

Perspective - 3rd Person 

Space Identity - An entrance to an underground temple. This space would act as the entrance to a dungeon within a game. 

Hall of the Mountain

Concept Artist - waqas malik

Grasp of Library

Gameplay Purpose - Combat Space ( 7 Enemies - 2 Melee, 4 Ranged, 1 Heavy) 

Identity - Overgrown Library 

Perspective - 3rd Person

Twist - The player must enter or Exit the space in an interesting way. 

ReclaimedByNature.jpg
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