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Samsara (Freelance)

Iterate and implement level design from skills bootcamp into a ​new level to prepare for environment artist (November - ​December 2023)

Playthrough Via Remote Desktop (Parsec)

Apologies for any lag during gameplay

Samsara pAge on Steam

Project Brief

I_returned_to_working_on_Samsara ​completing some freelance work to create ​some extra content for the game. Some ​goals I set for myself were:

  • Create a new underground area within ​the temple
  • Reduce the overall size of the temple to ​create_a_more_Souls-like_experience
  • Identify new features and tools created ​since the bootcamp and incorporate ​those into the new designs


Tools

Responsibilities

  • Plan my own roadmap/sprints to ​completing the project.


  • Regularly communicate with the team ​for feedback and announce plans ​towards the next goals.


  • Recreate the temple design using the ​Blockout tools made within engine by the ​team.


  • Perform daily tests of the level to find ​any issues with the designs, gameplay ​objects, and difficulty of enemy ​encounters.


  • Ensure the designs communicate to the ​environment artist effectively.

My Role

As this was a freelance project, I had to ​plan my time meticulously. This was ​achieved for weekly sprints I set. I would ​start my day with a few small goals to ​achieve by the time I stopped. Also, ​having a couple bigger goals in place to ​complete by the end of each week. ​Weekly meetings with a lead/senior ​developer would take place about my ​progress and some smaller chats and ​questions about it as the week would go ​on. I kept to the agile approach by ​working on weekly feedback to ensure I ​was iterating on the designs as I ​contiuned to work on this project. The ​weekly feedback was vital in the ​completion of work.

Development

As I set some goals for my project brief, ​I wanted to create a more explorative ​experience for the player through the ​use of new areas underneath the ​temple. I created a crypt which the ​player can drop into and is forced to ​explore upon entering. From there I ​made use of the traversal system and ​created a jumping challenge to guide ​the player out of the crypt to the outside, ​to finish off the quest. The whole crypt ​was designed to be one way in and one ​way out so you have to go into the ​temple and fight a couple of the ​enemies before you can find the ​entrance. Another goal I had planned ​was compressing the size of the temple ​to create a more confined interior ​ensuring the players enter and traverse ​it with caution. This made the temple ​come across as small but when ​discovering the crypt, it expands and ​draws the player further in.

Opinions and Future Plans

Beyond grateful for this opportunity to ​come back to this project and get to ​iterate and finalize my design for the ​game. Being freelance during this time, ​everything was down to what I had to ​plan for myself, this was a new ​challenge which taught me a lot about ​time management and finding ways to ​be consistent in producing the content ​that was asked of me. This time around ​I was able to work with lights to create ​an atmosphere that could lure a player ​inside suggesting of loot or people ​within the temple


The overall experience was insightful ​and extremely beneficial. I could see ​myself doing more in the future over a ​longer time, challenging myself further, ​to learn what I can do.

Post-Freelance

environment Artist - Matt Selby

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