Level Design: Dragon Temple
- May 26, 2016
- 2 min read
9 May 2016 - Concept

Started out with a basic shape and expanded on the idea. While expanding, I came up with the concept of a temple that used to be a sacred ground for dragons. However, it has since been taken over by the robots, who have repurposed certain temple parts and built sci-fi structures around them

I drew certain props to flesh out their ideas.
Dragon Statue:
Once a statue of a proud dragon, it has since been knocked over and destroyed, its head lying uselessly on the ground. Its arms and wings, however, seems to have been repurposed to decorate and prop up a portrait of the Commander Robot.
Doorway:
Used to be a simple archway and tunnel, but has since had a door build in front of it for security reasons.
Lamp:
A medieval style lamp with a dragon motif which the robots seem to have stuck a glowy lightstick on.
Energy Reactor:
A giant reactor built into the floor of each room. It powers the doorways and other such technology in the temple.
15 May 2016 - Colour Schemes


Worked on some colour schemes for the level. Decided to colour code any altercations made by the robots blue while any remnants of the dragon temple have a red-yellow colour scheme.
18 May 2016 - Environment Block

Blocked out the environment in Maya. The scale of the main arena is about 30 x 30 robots while the secondary rooms have a scale of about 20 x 20 robots. It is subject to change by the Big Boss though.
25th June 2016 - So Much Texturing
After much texturing and modelling efforts, all props and tiles of the environment have been completed.
The props are split into: Mix - Props that related to both dragons and robots.


Dragons - Props originally belonging to the dragons. Medieval in nature with a red/yellow color scheme. Often intricate in design, and made of natural materials such as stone and wood.

Robots - Props added in by the robots. Futuristic and geometric in style with a blue/green color scheme. Often minimalistic, with function over form in mind during the designing, and made of metallic materials.

25th July 2016 - Assembling and Lighting

After much work and finding out the magical "snap to vertice" button in unity, the level was successfully built in Unity. The design of the level was changed a little to be more connected allow to player to have more room to run around the level.
Lighting was also added, mainly ambient light and light coming off of the lights on the door and glowstick.

Finally, some close up shots of certain rooms:

















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