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Lobber

First Steam Release!

Contributions

Created multiple seamless textures that were used both for on the unity landscaping paint tool but also the surrounding arena stands. Many instances I was able to reuse textures by changing color, size and even rotation to save both time and help performance

The arena stands is a big part of creating a strong narrative that keeps you as the player immersed in the arena fight. Coming up with a design that would show the importance of your role as the character in this universe was difficult especially with the camera angle we were using for gameplay.

To help work this into the game we used opening shots of the arena from different angles to not just help create the environment you are playing in, but also create a crowd that can changes depending how well you are doing in each level.

LobberTitleScreen.png

^ Arena seating model work in progress over a few weeks

Particles

Enemy Spawn Portal

Necromancer Fireball

Bomb Enemy Explosion

Necromancer Beam

Ground Slam Attack

Stun Trap Flashbang

Process

Goals of the environment

Each level have its on type of identity with level flow. Giving each level completely different textures both on the ground and surrounding assets really help each level shine.

Challenges

Having issues with player and enemy clarity when placed in each level. Finding a color palette to make sure each level stands out from one another but the focus stays on the player was difficult

 How I overcame them: For enemies I created a simple outline shader. During gameplay this made it easier to both keep track on which enemy you were fighting but also surrounding enemies. For the main character, we stuck with the same character texture and based the rest of the levels textures to compliment and make sure the character stays in focus,

lobber6.png

^ Outlines on basic skeleton enemies to help better determine placements of enemies

Spotlight on player to help keep focus on player. Each level has a different lighting color intensity spotlight and color to compliment the levels and keep you focused on the player.  

Status: Complete
Platform: PC, Steam
Genre: Top down 3D arena fighter 
Rating: T
Role: 3D Environment &
Level Design
Team Size: 5

This was for my senior capstone project spanning over the course of over 4 months. Working on this game for over 40 hours every week in a realistic game studio environment 

Download Game!

itch.io

Steam

Gallery

LevelK_Example.png
PASS4ConceptArena.PNG
lobber7.png
LobberSpin2.png
Level_EyeSpawnin.png
Level_K_Pass_April4.PNG
lobber4.png
Level_I_Pass3.PNG
lobber8.png
image_2023-04-10_235237863.png
BarrelExplode.png
ShotgunKick.png
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