Vestige was made in 4 months in Unreal Engine, by a team of only 4 students.
My roles for this project were: Level Designer, Technical Artist, Art Director, and Sound Designer.
LEVEL DESIGN: Tutorial Area
As a Level Designer, I made a total of 4 zones, including the tutorial area, the Hub, a crystal cave, and the boss zone.
For each area, I started with the Blockout and proceeded with the set dressing.
Even though it is an iterative process, we kept more or less the same design as the blockout.
I was also in charge of the set dressing, it was quite fun to see the grey boxing turn into something much cleaner.
LEVEL DESIGN: HUB
The Hub is the centerpiece of the game and allows the player to reach every area.
Notice how each color for the fire is different, to remind the player of the zone he is about to access.
This area is very small by design, so the player doesn't stay there for very long.
In the middle of the Hub is the forge, where the player can enhance his/her playstyle.
LEVEL DESIGN: Crystal Cave
The crystal cave is so large that it is hard to properly show it without taking two whole pages.
It may look flat from the top view, but there is a lot of different elevation in-game.
There are a lot of optional objectives and arena fights. There are also multiple collectibles to find, like chests and powerups.
TECHNICAL ART
One of my accomplishments as a technical artist was the creation of the master Shader.
While it added a uniform style to the project, it also allowed us for a faster workflow with our 3D artist.
It also allowed us more control overall, like a function that can dissolve the material, which was useful for gameplay elements, like enemies disappearing when they die.
I also dove right into the Niagara particle system, where I made different effects.
This was a great learning experience, and now I can say I have a good grasp on how Niagara works in Unreal.
Glyphs under the flying platform.
Fire and lava effects.
Evil Substance, and character "poofs".
I also did some tileable textures in substance painter. I would show the substance graph but my files got corrupted because of Adobe weird updates. Thanks, Adobe.
Stylized Bricks
Stylized Crystals
Stylized Rock Cliff
I feel like I could talk about this project for much much longer, but I wouldn't want to overload this page with too much stuff. But if you'd like to try the game for yourself, again, click on this link! :)