Dev Log

Charmed! Level 2 - San Juan Whitebox - Zone 2 Fort
SanJuan_Whitebox_Hour_14.PNG

I whiteboxed the fort entry hallway into the courtyard to real scale, then combined all BSP, created a static, and exported it to our environmental artist for reference when developing the fort specific modular assets. When designing the hallway I adjusted the angle in which it runs through the fort to give more layers to the sight line. The arch obstructions show that there is a large space ahead with multiple perpendicular paths, but still allow the player to view the brightly lit exit in the distance.

Charmed! Level 2 - San Juan Whitebox Beginnings
Zone 1 Whitebox - Entry Street  (In progress)

Zone 1 Whitebox - Entry Street (In progress)

Zone 2 Whitebox - Gate Path

Zone 2 Whitebox - Gate Path

Immediately after finishing the slideshow and rough draft for San Juan (Level 2) I began whiteboxing the first street immediately through the main gate. Not long after, I made the decision to split the level into 3 colored zones and assign each LD to their own zone. Using World Composition we were able to whitebox within the same level simultaneously. The whitebox in the first image was then given to another LD as part of Zone 1 and I moved on to whiteboxing the gate path seen in the second image.

Charmed! Level 2 - San Juan Hr. 1-6

Based on feedback received from playtesters and the professor in the Fall semester I decided to shift our focus this semester to the production of Level 2. When conceptualizing level 2 as a playable space, the main considerations taken into account were fast pacing, narrative opportunities, verticality, more suiting combat areas, and greater level of attention to environmental details to aid in pushing the narrative.

View the slides I composed for my LDs and Design Team below
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Design Presentation

Nathan Lawter
Charmed! Level 2 - Subway/Sewers (CUT)

Level 2 Cut

Upon meeting with producer on the first day of spring semester it was mutually decided Subway/Sewers would be cut in order to address scope concerns. With a Dev team that has shrunk to 10 with each member being highly specialized, there was concern we would be spreading ourselves too thin. I made the call to move Level 3 to Level 2 and address the ending of level 1 to properly transition.

Nathan Lawter
Charmed! Level 2 - Subway/Sewers Hr. 14
  • Added crashed Subway car that will serve as a funnel to provide a WOW moment on exit

  • Experimented with lighting types/profiles but reverted until a future designated lighting pass

WhiteboxSubwayHour12Reverse.PNG
Nathan Lawter
Charmed! Level 2 - Subway/Sewers Hr. 13
  • Added new tunnel section intended to begin hinting at a drastic overworld location and climate change

  • Fence to allow a passing subway car to be seen while giving its headlights interesting light shafts into the player’s section.

WhiteboxSubwayHour11.PNG
Nathan Lawter
Charmed! Level 2 - Subway/Sewers Hr. 1

HOUR ONE

Located and compiled reference/inspo images for an urban underground level meant to be a close quarters, high tension, transitional level between two worlds with differing architectural styles & climate.

Nathan Lawter