Seth Kolb: Milestone 1: Level Blockout and Greyboxing
Iron Echos: Zenith's Uprising » Devlog
Hello this is Seth with a Devlog about my Level Design in the early greyboxing stages.
I started my blockout with two main ideas that Zenith would wake up underground and inside of old ruins. With my design I wanted to make the ruins have a direct path to follow yet explorable so that players could look inside of nooks and crannies to find items and appreciate the environment. Within my design souls like games and ARPGs usually have nonlinear level design.
I like to corporate a Metroidvania element or aspect into the design. The Level design is taking an approach using gothic architecture and a steampunk setting.
Get Iron Echos: Zenith's Uprising
Iron Echos: Zenith's Uprising
A Robotic Wanderer "Zenith" With corrupted memories hiding their past, they embark on a journey looking for answers
Status | In development |
Authors | Strayife, JohnIsDecent, WickedSomeone, logan21113, Xexem |
Genre | Action |
More posts
- Milestone 4: Finalizing UI Assets76 days ago
- Seth Kolb: Milestone 4 - Graphical Tweaks and Post Processing79 days ago
- Seth Kolb: Milestone 4 - Outline Shader79 days ago
- Logan Milestone 3/481 days ago
- Milestone 2: John's Healthbar and Minimap82 days ago
- Lance Harrington: Modeling for the Semester83 days ago
- Seth Kolb: Milestone 3 - Refactoring Weapon System83 days ago
- Seth Kolb: Milestone 3 - Level Design for Playtest83 days ago
- Lance Harrington - Milestone 3 Part: Enemies and Portals87 days ago
- Lance Harrington - Milestone 3 Part 1: Save System92 days ago
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