It follows a collection of environment design work, in a mixture of personal explorations as well as client work included.
The Goal:
Designing environments in production is rarely about the aesthetics, (at least with the studios I collaborated with); Instead, a lot of studies are made towards refining level design, nailing verticality and pathways for both the player and the A.I. to roam.
The Gain
While designing and sketching with level design in mind is difficult, they can often be rewarded with new knowledge. By using challenges as an opportunity to study, I came by with lots of techniques that I carried with me, whenever I need to design an environment. Those are compacted in this tutorial, of ‘Level design for Concept Artists’, which I released at my Artstation store and where it became a pillar of my marketplace. Later that year, it became one of the Top Sellers in the whole marketplace and helped stifle my rank at the site at the ‘Top 20 Marketplace seller’, in Artstation, FlippedNormals and Cubebrush.
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