ELYSIAN INFERNO
ELYSIAN INFERNO
I was the Lead Environment Artist, Level Designer, and Art Director on my capstone team's project: Elysian Inferno! I brought the world together from level design sketches, grey boxing, concepting, asset creation, set dressing, and lighting.
We created the whole base game world and game systems in just 10 weeks to be able to show it through SCAD at 2025 GDC in San Francisco! We've spent the last few weeks polishing the game to prepare to release it free on Steam.
It was an amazing experience getting to work with this small team going through the entire game development pipeline to publish a game.
Level Design
Brief breakdown list of my level creation process: (click to view)
Played and researched other games in the top-down RPG/roguelike genre as I wasn't too familiar with it
Came up with some loose concepts of environments, immersive zones, and unique combat encounters, as well as difficulty progression and game flow
Sketched out the whole level concept, went over it verbally with Design Lead and Project Lead
Wrote up a level design document further breaking down the combat, environment art, player flow, and general thought process through each zone
Quickly made complete Greybox after LDD approval
Broke apart generalized Greybox rooms to have their own zones and obstacles
Created asset lists for each environment and listed all Overworld/Underworld asset counterparts
Started developing assets, materials, and simple set dressing tools like splines alongside the team
Set dressed all rooms to add visual narrative and theme of the zone (plains, ruins, forge)
Managed collision and made sure nothing interfered with gameplay
Used tools made by the tech lead to duplicate and flip entire zones into the Underworld, automatically replacing respective assets
Kept all assets organized into Data Layers and set up World Partition to seamlessly only load assets in view of the player
Lit the world and managed tools that change lighting and visibility of assets upon entering certain zones
Kept both worlds consistent and made sure anything the flipping tool missed was manually changed
Iterated and changed level design based on playtesting
Environment Art
Modular Kit - Overworld & Underworld
These aren't the entirety of the assets we used, but all of these were made by me with the exception of the underworld trees
Environment Video
World Tech/VFX
Soul Gate
I was responsible for the concept art and the main soul material- the outer gate mesh and fire VFX were made by other team members
Reactive Grass
A simple material I made that makes grass move away as you walk through it using Distance Fields and World Position Offset
BP_BarbieHouse
BP_BarbieHouse was made by both me and the Tech Lead to occlude meshes that would be in the way once a zone is entered.
We started out with just an array that I would manually add mesh to, but every time the worlds were duplicated the mesh would be wiped from the array. So I added a volume that detects all valid static mesh inside it and adds it to the array with one button click. This made a sometimes hour long task of re-populating all the BarbieHouses take just about a minute.
Full Gameplay Video