Seth Kolb: Milestone 1: Level Blockout and Greyboxing


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.

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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.

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Originally we decided to grab inspiration from Dieselpunk but communication wise and having more inspiration to work with. We decided for the best to choose a steampunk design.

Get Iron Echos: Zenith's Uprising

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