As I was saying the final week was particularly stressful as, after having been responsible for the two characters in the game which took a lot of work, I was then given responsibility of creating the main boss room as I seemed to have a better vision of how it would work (I was originally tasked with creating the lift shaft, which would have been nice and tillable... making it a little easier). The difficulty with the main boss room is that there are a lot of bespoke tiles. I had to work hard at trying to find a way of making as many tillable assets as possible without losing the flow of the level. This took a lot of back and forth; modelling, rendering, putting into spritesheets and testing in game before realising it doesn't work and having to do it again. Eventually I got there and the whole room (though larger than the screen size in both vertical and horizontal) still managed to fit onto a single sprite sheet, leaving plenty of room for extra objects which the player would be able to run behind, giving the illusion of depth within the level.
By the Tuesday, the day before the final submission deadline, I had the whole level planned out and mostly rendered that night (at 3am). But there was still something missing, it all looked very nice but the top platform just did not quite look finished, and so the whole Wednesday was spent making that look right. For this I re-used Simon's corridor that he had done previously in the level. Unfortunately he had modelled it very simply and added a whole host of detail within photoshop, meaning that it was not a case of importing the models and rendering it, making it nice and easy, but instead I had to take the final images from the spritesheet and adjust them in photoshop to get them to look and feel right within the boss room. This required a LOT of tweaking to make it work as I needed them to be tiling all the way across, but in the spritesheet thee corridor just ran once, therefore meaning they did not need to tile fully. This was a very long and frustrating process, but in the end I got there.
This is the last render that I took, but unfortunately it does not include any of the work from the final day as that was all done in Photoshop and put directly into a spritesheet.
Please bare in mind that this has no post-processing applied to it and is purely a render view image. |
EDIT: Quickly pieced together what I had, though clearly isn't the finished article as there are some files which I do not hhave with me, and therefore cannot update the level completely. But roughly...
Click on the image to enlarge |