This large-scale dungeon map was built using UE5's World Partition system and Landscape tools. I was responsible for setting up the map, including lighting, camera work, environmental propping, and optimization. The map featured three distinct biomes, each with multiple boss rooms. Initially, boss encounters were handled through separate loading zones, but after playtesting, we chose to integrate the boss rooms directly into the map for a more seamless experience. Players had to navigate and destroy enemies that would then charge up a bar that would give them access to unlocking the dragon boss rooms. Players won after destroying all the dragon bosses.
As the Art Lead, I was responsible for defining the game's overall 3D visual style and ensuring that the lighting, camera work, and level layouts complemented our gameplay mechanics. I'm incredibly grateful for the time I spent working on this game alongside such passionate and dedicated developers at the startup.
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3D ARTIST:
https://www.artstation.com/taylorlynndavis
CONCEPT ARTIST:
https://www.artstation.com/cottontan