Neverpoint is an artistic, narrative-driven 2.5D platformer about a being named ‘Soul’ overcoming challenging obstacles and exploring imaginative, abstract worlds in an effort to rebuild a universe from chaos.
Using design documents created alongside another designer, I would create white and grey boxes for levels using primitive and placeholder assets. This is so gameplay mechanics and various aspects of level design can be playtested and iterated, while the other various disciplines can continue to build assets and facilitate smooth version control.
Lighting really breathes life into a game and makes it shine, pun intended. Not only have I used lighting to decorate a scene but also to draw the players' attention to key elements to facilitate gameplay, such as diegetic signposting with lamps or moonbeams.
Using assets created by our art team, I decorated scenes based on art direction, writing, and lighting design. Mindfully placing clutter to give a "lived in" feel, creating environmental storytelling based on the writing and concept art, meanwhile not over-using clutter to maintain gameplay and performance.
Volumetric particle effects provide more depth and environment to the scene, as well as diegetic signposting through the use of animated particles to draw the player's attention. Particle effects are as useful as they are pretty.
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