This was actually a two week assignment, the goal was to develop an Space Station that would fit as a fragment of an Open World. In the first week I would start big, creating shapes silhouettes and defining districts and in the second week I would go small, defining details and making this districts unique.
I opted for a very strong 70's comic book Space Opera Style military Outpost, and a level that could be faced as an friendly faction outpost or as a sabotage infiltration, depending on the player choices and goals in this conceptual game.
References:

I love Space Operas, so my inspirations came from a mix of sources: Steve Ditko’s sci-fi comics for colors and composition, Star Wars for its architecture, tone, and vibe, Total Recall for its Mars industrial aesthetic, and Starship Troopers for its military outposts.
Two subtle influences were WWI machinery and brutalist architecture, which capture that "Star Wars-ish" industrial grit I aimed to evoke in this project.
Week 5

The first week goal was to strat big before going small we aimed and the silhouette and rought blockout, trying to get the scale, compostion, districts and landmarks right.
Mission Design Document

Between Weeks 5 and 6, we had a free week. Instead of working on a level, I chose to focus on honing my skills and exploring new areas of design.
I learned about the Ubisoft Toronto Next competition from my mentor, Rob Colonico, which sparked my interest. So during this time, I decided to develop a Mission Design Document (MDD) using Ubisoft's icon set and guidelines, drawing inspiration from previous competition winners.

Week 6

This week's goal was to "go small," focusing on details and making each district distinct and credible while introducing storytelling and coherence to the Outpost and its world.
Since I envisioned this level as a stealth-action sabotage scenario, I added more stealth-friendly areas, branching paths, secret passages, and places to take cover or hide.
I’m absolutely in love with this level, an outpost designed for Space Opera stealth action is exactly my cup of tea and the type of level I’ve always wanted to create.
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