Luke Vreeland - 3d Modeler Level Design
What did you learn during this project?
- This project provided valuable experience in collaborating with a larger group on a complex, large-scale initiative. It emphasized the importance of proper implementation strategies to ensure success. As a team, we learned to utilize GitHub effectively for large-scale version control and streamlined our workflow by dividing responsibilities among three specialized groups: Art, Programming, and Narrative. Each team member relied on others to complete their individual tasks, which collectively contributed to the overall development of the game. On a personal level, this project significantly enhanced my skills in 3D modeling and level design, further strengthening my capabilities in game development.
What was the most surprising part of this project?\
- The most remarkable aspect of this project was witnessing how initial concepts evolved into fully realized, cohesive outputs. The texture artist delivered exceptional work, giving the robots a professional, AAA-quality appearance. The narrative team ensured that every element of the game aligned seamlessly with the story design, while the programming team implemented the mechanics, ensuring smooth and efficient functionality. Each of the three groups—Art, Programming, and Narrative—excelled in their respective roles, collaboratively producing a semi-polished game demo. The synergy among the teams was both surprising and inspiring, making the entire process an exciting experience.
What do you consider your greatest achievement during this project to be?
- My most significant achievement in Wroughted Iron was designing the main tower level, which served as a central piece of the game and the final boss battle. Using the grayscale layout provided by the narrative team as a foundation, I was given full creative control to bring this level to life. This allowed me to combine all the programming and narrative elements into a cohesive and visually appealing design that aligned with the game’s overall vision. Being chosen to design the tower level was particularly exciting for me, as level design is the area of game development I am most passionate about and aspire to pursue as a career.
Over the course of development, I devoted approximately 80–100 hours to the tower level, ensuring that it met my personal standards for quality and gameplay experience. My focus was not only on creating an engaging and immersive environment but also on showcasing the unique abilities of each robot in a meaningful way. For instance, the balconies were a last-minute addition to provide a logical and functional space for players to confront flying robots, adding both depth and strategy to the gameplay.
While I am proud of what I accomplished, there are still details I wish I had more time to refine. However, the experience of designing the tower level taught me valuable lessons about balancing creativity with practical constraints and how to effectively incorporate narrative and programming elements into a single design. Ultimately, I am very happy with how the tower level turned out and its contribution to the overall success of the Tower's Design.
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Wroughted Iron
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- Isaac Tiguila - Writer and Sound Engineer23 days ago
- Gavin Steier - Programmer23 days ago
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- Pedro Dominguez - Programmer24 days ago
- Kelsey Loving - Enviormental Art24 days ago
- Diego Marrufo - Concept Artist24 days ago
- Ralph Young - Wroughted Iron: Weapons Devlog24 days ago
- Guadalupe Hernandez - Dialogue System24 days ago
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