MANTRA
PROJECT INTRODUCTION
Rubyshark now flies under the sole identity of helping students and hobbyists get their foot in the door by working under industry standards with talented practitioners in lead roles who are dedicated to helping those in their team create amazing portfolio pieces. We’re always interested in individuals who are comfortable stepping into a mentor role and expand our tight team of talented leads and managers. The game will be released for free with open development tools being made public sometime after as this is voluntary portfolio project.
RESPONSIBILITES
- In charge of doing High Quality Blockouts & Prototypes.
- Designing new Events and Encounters for Mantra.
- Visual Scripting, Blueprints, Encounters, and Puzzles in Mantra.
- Redesigning & Blocking Out puzzles, objective areas & new combat spaces for the entire Mining Facility in Ascension in Mantra.
- Going through past levels made 4 years ago by Level Designers and redesigning them and doing a complete rework.
- 2D Top-down Prototyping and Planning for my blockouts.
- Level Design Documentation on the levels I’m building and blocking out for Mantra.
- Review & update the game’s navigational pathing for the A.I. to correctly use.
PROJECT DETAILS
- UEFN Fortnite
- Total Team of 80 Devs!
- Role: Level Designer
- Unreal Engine 5
- https://www.rubysharkgames.com/
Mining Facility Hub 2D Prototype
- Starting off with The Facility in Mantra, I had to do a 2D layout of what I wanted to do with the main center area for the Facility. I had to bring in references and unique areas that would fit the narrative and theme of the Facility for Mantra.
- With the 2D Prototype I wanted to add more interesting locations in the main Mining Facility area for Ascension. There was a lot of open space and I wanted to come up with cool narrative ideas and solutions to the empty space that was currently in the Mining Facility.
Improving My Grayboxing Detail & Progress:
- With feedback from the Level Design Team and Environment Artists, I was going into problems for shape composition and what the objects actually were when I was grayboxing them. I had a lot of problems with the main question of “What is this?” when it came to my shape composition and creation for certain elements in an environment. With this feedback, I improvised insanely quickly and got right to work in creating amazing environmental stories.
Improving My Shape Composition:
- I had a lot of problems with the main question of “What is this?” when it came to my shape composition and creation for certain elements in an environment. With this feedback, I improvised insanely quickly and got right to work in creating amazing environmental stories. I wrote down in-game text to show the details of an environmental disaster within the game. I also looked up reference images and pictures of generators in real life and made a similar blockout for 3D artist to use as reference with my blockouts to make a cool and unique shaped generator for the Facility.