Takoshima - Level art
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For roughly a year and a half I worked on the remake for Destroy All Humans! 2.
As the Level Artist responsible for Takoshima I tried to capture the essence of the original game and add some of my own flair to it.
The bulk of my work was Set Dressing, placing most of the assets by hand.
I also did some blockout meshes for our 3D art team to finalize.
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When I started the level I had a piece of land, which was created using a hightmap generated from the original game terrain, and also some geometry exported from the original game engine as a reference in the level. From there on out it was a matter of collecting references, being creative (within the constraints of the original game) and just having fun with it. Oh, and also time. Lots of time.
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One interesting challenge on this project was to do the set dressing for multiple scenarios in mind. Third-person on foot, from the sky in a UFO, and then as a destroyed level with ruins and objects that the player can PK (throw and transform into ammo). Turns out letting the player destroy all your hard work is a lot of fun!
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The end result you see in the game is the culmination of a great team effort, and I want to give a big shout out to everyone involved!
Extra credit to the following people for their work and ideas that helped shape Takoshima:
Set Dressing - Myriam Haessig
Set Dressing - Stefan Zeibekis
Art direction - Eric Urocki
Lighting - Isabel Seitz
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A special thanks to everyone at Pandemic Studios who made the original <3