Modern Prometheus
Level Design | Environment Art
2018
- 3D Level design.
- Level designed according to the narrative.
- Created for a two day Game Jam at the Video Games & Literature conference at St. Andrews University.
- All levels were modeled, textured and composed in Maya.
- Narrative is based on the Frankenstein tale.
With my history of scriptwriting and storyboarding I was immediately attracted to the Video Games & Literature conference at St. Andrews University, so the fact that there was a Game Jam attached was a bonus. Forming a small team of Abertay students we also worked with a couple of writers, who had never been involved with games before.
We had two days to Jam a game on the subject of an Undiscovered Place. Seeing as the theme of the Jam was focused on the writing we let the writers take point in the theme and built a game around that. They had the idea of an undiscovered sliver of cyberspace in which an AI (the player) would awaken to gradually discover who/what they were, by piecing together elements of their consciousness. All of their actions would be narrated and guided by their long gone creator. It was a surreal piece but the real satisfaction came from having a finished narrative within the time scale. I carried out all the level designs and built almost all of the environments. Due to restrictions of the venue I also had to build all the level sections in Maya, before moving them wholesale into the engine.
We had two days to Jam a game on the subject of an Undiscovered Place. Seeing as the theme of the Jam was focused on the writing we let the writers take point in the theme and built a game around that. They had the idea of an undiscovered sliver of cyberspace in which an AI (the player) would awaken to gradually discover who/what they were, by piecing together elements of their consciousness. All of their actions would be narrated and guided by their long gone creator. It was a surreal piece but the real satisfaction came from having a finished narrative within the time scale. I carried out all the level designs and built almost all of the environments. Due to restrictions of the venue I also had to build all the level sections in Maya, before moving them wholesale into the engine.