This environment was made to test my environment creation skills and pipeline as I took a level from concept, to white-box, to completion. I created all assets in their entirety, including the modular house that I used to populate the town. The idea was it could be an area from a full game, potentially requiring the player to visit; looking for a special item but finding the town completely empty, with the visual narrative playing into this.
For this project, I used Unreal Engine 4 for level editing, 3DS Max for hand modelling, ZBrush for sculpting, RealityCapture for photogrammetry, and Substance Painter and Sampler for texture creation.
Crystal Cavern Town Environment
I used level design techniques such as landmarks, lighting and pathing direction to purposefully guide players towards the path I wanted them to follow which becomes clear as the environment continues. Other elements such as visual setup, scenery reveals and visual storytelling are incorporated with progressively decreasing subtly and are even combined on numerous occasions.
Alongside development, I documented the process of creating the level in a written blog which can be read here.