To aid the player with cognitive mapping, I designed this town using districts such as commercial, residential and farm areas. To define edges, I used mixed elements of fences, rocks and foliage. Various landmarks such as the church steeple, wind mill and water tower are also present. This town is designed as an open-world hub where the player may repeatedly visit and find quests from various NPCs.
During this week, we were tasked with creating ancient ruins and design various vague and well-articulated spaces and how these structures may communicate their purpose to the player. My blockout is based on the city of Whiterun from TES: Skyrim thousands of years after the events in the game. The remnants of the old city has been reduced to ruins and I designed what the ruins may look like.
The goal for this project was to explore how spaces contribute to the emotive design of a level. I designed a school during nighttime that elicits an eerie atmosphere by having the player traverse through long, dark corridors, or investigate sounds coming from a locked room.
Students were tasked with designing a level based on a painting that was provided. I designed a town taking inspiration from small European towns separated by canals. Instead of using vertical walls, I used the canal as the border of the playable area. I added scenes such as the market and the accident on the bridge and placed roaming NPCs to help create a sense of a living town.