Pirate Island Level Design

PirateMapPirate Island is a map with a lower beach area and an upper jungle area. The player can move up and down via the cave through the mountain and can also jump down from the jungle into the pool of water by the waterfall.

PirateMap_Details

ColorKeyRepeatingAssetsDue to there being a lot of outdoor areas, I cannot really repeat a lot of the same “wall”. Instead, I am going to try to make repeatable assets and try to make an interconnecting rock face as well as jungle perimeter. I need the jungle perimeter to prevent players from wondering through the paths.

Reference:

Waterfall Wood2 I really want a cartoony vibe or the game, so I decided to use a lot of hard angles instead of organic smooth skin and such. I would like my character and a lot of the assets to not have any curves on them. The style sort of reminds me of folk art, wood carved figurines like the one above and below. Ideally, I would really like to make my character like the torso bust 2 down with the planar model style.Wood1planarFront

I also really like the styles of Monkey Island. I want to try to replicate a lot of what that game had visually, but in 3D of course.monkeyisland

I also really like the art for this new game by Owlchemy Labs, Dyscourse. It has very geometric art. It again, is 2D, so I have the challenge of making it 3D as well.dyscourseIslandCave bridge Boat

 

2 thoughts on “Pirate Island Level Design”

  1. So the goal is to get raft parts, right? Are they in the chests, or scattered elsewhere? How are you going to lead the player to them?

    There’s an artist I like who has a kind of similar style to what you seem to be going for:
    http://pixelatedcrown.tumblr.com/
    Check her out!
    (Maybe hers is a bit more cutesy, but otherwise, it’s close.)

    1. So I changed it a little. The level is more of just an exploration type of map now. I decided that looking for treasure would be easier than assembling a raft. I could still do it. The pieces would be strewn about the jungle and beach.

      I was going to lead players to different areas with lighting, special objects, the river, and animal movement.

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