In the second assignment, the focus was on building a complete level while developing a distinct shape language with landmarks and points of interest.
My personal goal was to create a full level from start to finish that guides the player through a small dose of environmental storytelling, with deliberate use of color and contrasts light vs. dark, tight vs. vast, to bring the scene to life in a visually impactful way. I’m very proud of this level, as I feel it captures the intended atmosphere, especially in areas like the room with broken pillars, which turned out even better than expected.
References:

I drew inspiration from concept art for The Mummy (1999), select pieces from Tomb Raider, and various Middle Eastern temples and ruins.
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