Model the beginnings of a block-out level, using the painting by Henri Matisse as a jumping-off point.
Maya 3D, Unity 3D
Consistent Metrics and Scale
Use the prototypes existing in the scene and the terrain object to map out a playable space. The object of the level is for the player to find the treasure box.
Using occlusion to guide the player
Use the prototypes existing in the scene to construct a ruined temple complex, similar to the photo provided.
Efficient asset placement and using shape theory to guide the player.
Use the principles of image composition to create a Unity scene inspired by the provided art of a wild west style canyon.
Using the provided images as inspiration, create the loose framework of an old West mountain ghost town. Focusing on a single spatial cluster within the town, and model it out.
Continue work on the level started in Week 5's assignment. Add several more "districts" with their own distinct identities. Articulate the edge boundaries and paths that connect them.
Node Networks and Mental Mapping
Create a non-linear, maze-like space.
Affordance vs. Denial
Create a labyrinth, with the 15 collectible coins placed throughout, and the treasure box as the end goal.
Emotional journey using, shapes, composition, and pacing
Create three different battlefields;
Scene A: No larger than 30m x 30m, single room
Scene B: No larger than 40m x 40m, two primary spaces with a porous boundry
Scene C: No larger than 40m x 40m
Cover interaction, strategic contrast, flank routes, dead zones, backboards, and screen walls.
Create an entire mini-level based on the story prompt given.
Creating character archetypes with the environment and pacing.