Game Art & Design

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Game Art and Design — Selected Projects

InnerSpace: Leviathan Level Design

 
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A Larger-than-Life Encounter

The Leviathan is one of the demigod encounters from InnerSpace. The Leviathan is complex, as it’s a fully animated creature that is fully navigable both inside and out.

Role: Concept art/design, Level design + blockout, Encounter scripting and cutscenes.

I designed the concept for the creature, built the gameplay sequences and spaces, and arranged the encounter cinematics.

Design Objectives:

  1. Test the player’s tight-flight skills in the air, and expose them to enclosed spaces underwater.

  2. Convey the enormity of the creature through gameplay.

  3. Create a unique and memorable experience by including all dimensions of the creature in the encounter.


Short play-through with commentary:

Interior and Exterior

The Leviathan is fully navigable both inside and out. Designing this creature took many iterations, and required close collaboration with the teams’ 3D artists and animators.

Standout features include the trenches and tunnels formed by the horns of the shell, as well as the connected chambers within the creature’s core.

Exterior elements of the Leviathan. 3D model and shaders by Steve Zapata. Click to enlarge.

Cutaway and interior elements. Shaders and model by Steve Zapata. Click to enlarge.

Whiteboxing and Development

I whiteboxed the navigable spaces, and the phases of the encounter, before they were integrated with the Leviathan’s base model.

Left to right: Base model, whitebox elements, and integrated model. In the final game, the Leviathan became a swimming, rather than walking, creature.

Left to right: Base model, whitebox elements, and integrated model. In the final game, the Leviathan became a swimming, rather than walking, creature.

Further Material

Level Design Deep-Dive

For the Polyknight Games blog, I wrote at length about my approach to level design for InnerSpace more generally. Borrowing slightly from Jenova Chen’s concept of “flow,” I developed my own workflow to accommodate player motion and the geometry of InnerSpace’s worlds.

InnerSpace Official Site

See the game in more context, and get a better look at its worlds.