

Level Design: Sewers
Engine Used: Unreal Engine 5.2.1
My Role: Level Designer and Artist
Time Spent: 3 days 28 mins
Skills Used:
-
Greyboxing
-
Material Creation
-
Material Editing
-
In Engine Modeling
-
Model Finalization: Maya
-
UV Mapping: Maya
-
Texturing: Substance Designer
-
Lighting

Lighting
The lighting of this level has changed drastically when it came to the sewers. When you think of a sewer, what comes to mind is dark, cold, and dirty. At first that is what I made for the level but during a series of playtests from players outside of the team and also my own team members, the results were that the level was unplayable due to the level being too dark. While making the adjustments with the intensity to make sure that it was still in the scope of being dark but trying to lighten the area enough for the player to playthrough even during day time, I concluded to make the lighting the result that you see in the images.




Conclusion
Working on this level was very interesting because of its ups and downs. Was it my best work? No. Were there a lot of adjustments to the level to be playable? Yes. Could this level be improved to make it the way that I wanted to be? Yes. Even though this was my first time designing a level for a game, it was interesting seeing in the eyes of others when they played it and their thought process which led me to make adjustments on the level. A highlight that many people like is the water flow in the level and the bridge area as well. If we had more than 4 months, I would've implemented the master environment material that I created for the team so we can vertex paint areas to show age and give it more of an old and destroyed look to it.










