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Winter's Maw Paper Map Version 1

The first version of the paper map for "Winter's Maw". My goal for this particular paper map was to explore functionality. Overall, understanding where things should be placed and if they make sense for the narrative and function the map will be executing.

Winter'sMaw_PaperMapV1 (1)_edited_edited.jpg

Winter's Maw Paper Map Version 1 Continued:

Untitled

Winter's Maw Paper Map Version 2

The second version of the paper map for "Winter's Maw", drawn over the "Lighting Only" version of the map. My goal for this map was to experiment with visual storytelling and functionality. Overall, creating an experience for the player to enjoy and be challenged by with the platforming and enemy bot elements.

Winter'sMaw_PaperMapV2.png

Team Size: Solo Project

Engine: Unreal 4 Version 4.22.3

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Description:

  • Winter's Maw is a work-in-progress 3D platforming level with the intentions of becoming an action-adventure dungeon crawl.

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The Level Design Process:

  • Creating a level that matched the theme of, "Snow".​

  • Designing both a successfully functional and visually appealing level.

  • Learning more about the "Landscape" tool in Unreal Engine 4 and incorporating it in the level. 

  • Learning about blueprinting in the form of the falling snowflakes and the blue fire.

  • Learning about incorporating dungeon-crawl mechanics to the level.

  • Developing an appropriate sized level.

  • Creating and incorporating my own assets into the level.

  • Several rounds of playtesting and revising. 

  • Making sure the final polished level was functional and could not be broken by play testers'.

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Assets Used:

  • My own, created using Maya, 3Ds Max, and Substance Painter. (All assets up to the bridge at the very end are my own).

  • "Infinity Blade: Ice Lands" by Epic Games.

  • "Infinity Blade: Ice Lands" can be found in the "Marketplace" section in the Epic Games Launcher.

  • The Snowflake model for the snowing blueprint particle system was found on turbosquid.com. 

  • Fire particle effect was created from the "Starter Content" option upon project creation in Unreal Engine.

Asset Renders:

-Models made in and unwrapped in Maya and 3ds Max
-Textures made in Substance Painter

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