elfWhoKilledChristmas

elfWhoKilledChristmas

Tuesday, June 3, 2014

Level 2 Design: Prison





In the intro of the game, the player sees the prison cell that our hero escapes from. We wanted to revisit this prison theme and show he player a vivid picture of the life that our hero escaped from.




It made perfect sense that the prison would have to be connected with the factory somehow. We were, however, challenged with how we would transition from the factory to the prison. As happened in the pipe earlier in the level, here we also decided that a drop from the furnace room into the prison would be a suitable transition.

His mood and feelings that are experienced in the prison are quite a contrast from the rest of the level. Whereas the factory has a lot of straight lines, the prison has a more organic feel. I was trying to give he player the impression that this prison was dug out of the ground, and he slaves are thrown there after working.




We tried to take the misery a bit further by showing what life is like as a prisoner. For that purpose, a couple of characters were designed, and given different poses to add variety to the setting.




After travelling through so many interest in and diverse areas in the second level, the player finally has to fight the boss. Keeping with the theme of toys coming to life, we decided to go with a Tin Soldier Nutcracker as the boss for the second level. We gave him a simple square room with piles of walnut shells scattered around. We wanted to give the plain square room some sort of special qualities, so the texture maps have colors that I think exude a Royal or aristocratic atmosphere.



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