Website powered by

Ancient Ruins - Real-time Environment/Level Design

This is a breakdown level for the video game indie project I'm developing. Current working title is, "Gardens of Thalumind". This level is still a work in progress.

Sped up in-game time to show the level at different times of day. Demonstrates the change in lighting color and its effects on the fog and the window/glass shader reacting to the lighting as well.

This is just a run through of the level in-game.

Overhead angled shot of the level's main space.

Overhead angled shot of the level's main space.

Wide-shot of the level's main space.

Wide-shot of the level's main space.

The back wall of the level showing the custom decorations I modeled.

The back wall of the level showing the custom decorations I modeled.

Wide-shot of one of the side halls.

Wide-shot of one of the side halls.

One of the arches leading into a side hall, with the secret shop opening revealed.

One of the arches leading into a side hall, with the secret shop opening revealed.

Closer shot of the secret shop doorway.

Closer shot of the secret shop doorway.

The model of the lantern that sits on the rock in front of the shop door opening.

The model of the lantern that sits on the rock in front of the shop door opening.

The fog effect is accomplished with a mix of fog billboard particles with proximity fade, layered on top of a volumetric fog volume to darken it.

Procedural tech detail material with adjustable parameters - used to detail nearly every asset in this environment

Layering of several materials was used to achieve the stylized look of each asset

The node graph used to produce the stylize painted look layered in the materials for each asset

The node graph used to produce the stylize painted look layered in the materials for each asset