Be nice to your environment artists (1/5)
They make sense out of your weird lumpy cover (2/5)
..and make your boxes mean something (3/5)
..and populate rooms from descriptions (4/5)
..all while making it look DAMN GOOD (5/5)

Thank you env devs \\o/
...and no thank you to twitter image cropping.
The game is Medal of Honor: Above and Beyond (vr), and the final art is by the talented devs at Virtuos Games.
🤯I hadn't thought this would reach this far, so here's some more context:
I'm the designer that did the LEFT. Those are called blockouts (or blockmesh, or graybox..), which are prototypes of the level that are made mostly to work out the FUNCTION of the level. (1/4)
I worked on the blockout, then put in gameplay, then made precise adjustments as needed. In my case, this was a shooting game so it was about player movement vs AI movement, sightlines, cover, etc. The level is playable at this state, but not polished for the eyes. (2/4)
When the gameplay side of it was at a good point, the art team turned these blockouts into finished environments (the RIGHT). Even while doing this, there was a continuous back and forth in the process to find balance between form and function. (3/4)
Even after art was done, things were adjusted as I polished the gameplay. Hopefully though, your prototype blockout is accurate enough that those changes are minute. In general, that was about it for my process. Hope this answers some questions. Happy to answer more, tho (4/4)
If you search “blocktober” on twitter, there’s a VAST sea of way more interesting breakdowns of your favorite video game levels.
Gameplay with anecdotes of this segment 👇
You can follow @alexabkim.
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