Some of the ruined structures I made for the Mountain City level of Sole. All shots taken from in-game! Happy exploring!
Greybox for the Atlantis level of Sole. I chose to place the market district closest to the city gate, as that would be the first place newcomers to the city would go. Market stalls, trade goods, and canvas awning convey to the player a busy sense of commerce. A large and ornate elevator built into the cliffside grants access to the religious district and the city cathedral (situated at the highest point of the city to convey its importance).
Some screenshots I took of the buildings I made for the Mountain City level of Sole. All shots were taken in-engine! Happy exploring!
One of the key buildings for the Mountain City level of Sole, the library was where the inhabitants stored their knowledge. Towering windows covering three sides and an open interior would allow for plenty of sunlight during the day, and a plethora of candles imply many didn’t stop at sundown.
Lighthouse model for the final level of Sole.
Some rough 3D mock-ups created by Nina De Lucia and I. We are using these to make storyboards for the Age of Alchemy game project for the Chemical Heritage Foundation. Learning so many interesting things working with a museum!
Grand staircase for the Atlantis level of sole. These staircases separate the various tiered districts of the city, and so I wanted them to be particularly ornate (like everything else in the city), since the inhabitants would have to travel these every day.
Extra edge loops were kept to benefit our vertex painting algorithm.