
level design blueprints
my partner and i worked on the level design blueprint. we wanted our players who interact with our 3d level design to have the best experience possible. our level design is based on a cyberpunk / post apocalyptic fantasy environment and we wanted people to be able to quickly identify that be observing their surroundings.
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when we were deciding on how we wanted the environment to look, I decided to make an underground club that had an interior that looked different to the exterior. This is because I wanted whoever interacted with the level design to stay intrigued with the surroundings and see different aspects of the dystopian environment.

I sketched out the level design as I wanted to get a better idea of how I wanted the environment to look. I drew out the interior of the underground club. I included furniture and added a colour scheme to the sketch too so I could remember the colour scheme for later when I designed the exterior.
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I also included a key to the design so that it was easier for me to figure out where I would place everything and what different symbols on my sketch meant so that others who saw it could easily understand the thought process that I had during designing the level.
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My partner and I spoke about how we wanted it all to look and came to an agreement about the design. After sketching we decided that we wanted to slightly change the way the alleyways looked from the exterior of the level design.
After we'd made our final decision, my partner and I decided to make a digital version of the level design so that we had a more presentable final result of our work.

This is our final design. we included everything from my sketch that I used to design the level, but we made a few changes.
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rather than having only building a and b from my sketch, we decided to add more builds to our surroundings (1, 2, 3, 4, and 5) as our level is based in a city and we wanted it to be more realistic (as cities have hundreds of buildings).
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We also moved a few assets to different places as we have enemies and we wanted the player to be able to hide behind the objects to avoid being caught by the enemies.
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For the dinal design we kept the interior of the underground club brief as we already knew that assets we were going to make and we wanted out final result to look more neat and presentable so we kept it simple (we plan on adding furniture and making it look more detailed for the final result just like in my sketch).