After completing production on Tower Defense Heroes, the Fortnite team was merged with the Roblox team to continue the development of Mech Showdown
Play the game here: https://www.roblox.com/games/15113223607/Mech-Showdown-Alpha#!/about
- Own the level design process for this 1v1 map from 2D to fully playable state
- Research other Battleground game maps to determine what works and what can be improved upon
- Work closely with Programmers and Designers to ensure the map layout was playable & concept gameplay ideas
- Work with Artists to maintain consistent visuals within the level
- Use the Roblox Studio Lighting tools to make the scene fit the theme and be visible
I began working on this level by researching how other Battleground maps were designed and taking notes on what makes their maps works and what can be improved upon
Outline:
I took a top-down grid measurement of the game to create an outline for where the player and props would be in the scene. After working with the other designer, the size of the map was decreased to remove unnecessary open space.
Blockout:
I created the 1v1 blockout using props from the Mech Showdown map to create an idea of how much room players would have to move around and if these props would visually fit the scene.
Production:
After receiving feedback regarding the lighting being too dark, I worked with the artist on the team to create a brighter scene and fill in the scene with props like red barrels and rocks. Eventually, I removed the buildings and props in the map and changed the skybox due to the scene looking too busy for the game.
In Progress:
I changed the environment to brighter colors and added background planets to the scene to add more light and details to the scene that replicated a "Star Wars/Star Trek" sci-fi look more than general sci-fi.
Latest Version:
After playtests, I increased the size of the ceiling and removed its collisions since many vertical attacks resulted in players colliding with it. I changed the material and color of the glass wall to look like a force field visually and prevent player confusion when attacks went through the wall.
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