I created holograms to guide the player. They are coloured so they contrast with the scene as the scene follows a compound colour scheme. They are coloured orange because it clashes with the background and that increases visibility. They move to draw the eye and where there is no backdrop for the holograms, I guide the player using other objects such as roads, buoys and also using compositional techniques such as lighter values and placement of other assets.
[DESERT TEMPLE AND START]
The desert temple was created with a large area in mind; this is to allow players to experiment with the controls and learn how to fly, I only included a single object to obstruct the player and I introduce the player to multiple routes. I tried to capture more of the Sci-fi elements by having a mysterious alien looking temple as the rest of the game is very natural looking and it would contrast with that. I also wanted some variation in portfolio images the project would create.
The grassy area after the desert temple was created to show players that they could interact with the grass. It was designed to be an open and without too much direction, this ended up being a problem in testing as players would not know where to go, to fix this I added a giant holographic sign and a road for the players to follow, plus I raised the end of the temple so the players get a chance to look for the exit before they are in the grass.
The town was initially a hotel area, it became a town because I could use a few buildings to fill a larger area, and it also plays better with two clear different directions the player can go down. I created 2 buildings and made sure the back was different to the front, this allowed me to have 4 possible combinations of buildings that could overlap to create more variation. The floor was added to help guide the players and because It would look nice. Holograms were also added to guide the player to ensure they knew they could go multiple routes.
[BEACH-TOWN TRANSITION AREA]
This area was based on my initial bamboo forest area which was cut. The layout is the same but it now features palm trees. This area did not incur as many draw calls and so I was able to keep the grass density, it also shows off how my terrain blends into rocks.
This was the first area designed and utilises my water shader a lot. This is also where I tested rock types for cliffs and walls.