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Dragonspire: Dungeon Map

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

Blossom Trials dragon boss room when we originally started with the room being separate from the map.

Blossom Trials dragon boss room when we originally started with the room being separate from the map.

This is when the Blossom Trials dragon boss room got integrated into the dungeon map.

This is when the Blossom Trials dragon boss room got integrated into the dungeon map.

Zbrush sculpt + texture of the pad in Blossom Trials.

Zbrush sculpt + texture of the pad in Blossom Trials.

Zbrush sculpt + texture of the ground rock pattern in Blossom Trials.

Zbrush sculpt + texture of the ground rock pattern in Blossom Trials.

This shop is similar to the special shop room, but with the walls destroyed.

This shop is similar to the special shop room, but with the walls destroyed.

In-game view of what the shop looked like with the floating buffs on the tables.

In-game view of what the shop looked like with the floating buffs on the tables.

Example of ground pathway in the Grasslands biome.  Many of the assets here were from the UE5 marketplace.

Example of ground pathway in the Grasslands biome. Many of the assets here were from the UE5 marketplace.

Example of ground pathway in the Grasslands biome that contains the boss symbol on the ground.

Example of ground pathway in the Grasslands biome that contains the boss symbol on the ground.

Close up of the boss floor symbols so players could see that they were heading to the boss room.

Close up of the boss floor symbols so players could see that they were heading to the boss room.

Masks of the boss symbols used on the ground.

Masks of the boss symbols used on the ground.

Example of a starting spawn area for the Desert biome.  I created the pad and set dressed this area.

Example of a starting spawn area for the Desert biome. I created the pad and set dressed this area.

Mountains dragon boss room when we originally started with the room being separate from the map

Mountains dragon boss room when we originally started with the room being separate from the map

Here is the same Mountains dragon boss room when added to the dungeon map.

Here is the same Mountains dragon boss room when added to the dungeon map.

Example of the Desert biome where there was an interactive shrine where players could gain buffs from.

Example of the Desert biome where there was an interactive shrine where players could gain buffs from.

Close up shot of Desert assets.

Close up shot of Desert assets.

Desert dragon boss room.

Desert dragon boss room.

This was a lava themed boss room reusing the Blossom Trials assets.

This was a lava themed boss room reusing the Blossom Trials assets.

This was my draft of the level.  It continued to change as we would add more areas of water and elevation to keep the level more interesting to navigate.

This was my draft of the level. It continued to change as we would add more areas of water and elevation to keep the level more interesting to navigate.