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Aft Designs

B
elow are some early designs for the deck layouts on-board the (F/V) Scully. I used the model sheet I made (see previous post) and worked from it like a blueprint plan to begin building a simple 3D model in the Autodesk software Maya.


Jason Bartlett ©

I created the orthographic angle (3D perspective in a 2D view) by editing the camera setting within Maya. I chose this aft (rear) area to begin with, as this is where core gameplay would take place, it was key to develop it for the most optimum layout first.

Jason Bartlett ©

I then took a basic render from Maya into Photoshop and painted over the elements; using layers within groups for each deck. To better distinguish them, I have highlighted every one by fading the opacity.


Jason Bartlett ©

I removed one side of the boats' hull for a cut-out effect. I achieved this in Maya by splitting the model in half and using horizontal planes to roughly shape the floor and vertical for the bulkhead sections.


Jason Bartlett ©

I really enjoyed making this line art from a unique angle. The cutaway helps reveal the levels of each deck and I feel the orthographic scaling makes for a change of presentation than that of a 2D view.


Jason Bartlett ©

Above is a mock-up of where the player could possibly travel about on-board the boat. I feel the players choice of paths, be it quick navigation or to simply explore, is an essential part of level design.

Later I may come back to this part of the design stage and update it with more elements and assets to fill the rooms etc on each deck.


Thanks for reading :)

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