I’d started creating some development sketches for my boss arena, focusing on the flow of the room and where major assets would go. I’d decided from these sketches to create a circular room rather than a rectangular one to kind of imitate a halo, referring back to the angelic aspect of the room.
These sketches helped me identify what
areas I should keep emptier and where I can afford to make things more
cluttered. I kept in mind as I was sketching “what would be annoying for the
player to move around” and that helped me limit what I added to the overall
scene. It was mainly a case of keeping the main floor area clear and having
archways all along the edges to provide some depth variation. Coupling this with
some starting colour schemes definitely helped me get a clearer idea of how to
approach my final render.
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