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.
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.